From: Geoff Wearmouth on
In another large thread
Simon Scott wrote:
> Tell you what, you write a demo moving 24 sprites around the
> screen smoothly on speccy (in a sinus or something), and Ill
> do the same on the c64, and we'll compare used/remaining CPU
> and see if you can back this up with action.

Gasman wrote
>OK. First pass, I've managed... 23. :-( With no masking whatsoever
>yet, and a terminal case of blanking-at-the-wrong-time (thought
>I'd be able to avoid Y-sorting them, turns out I can't).

>http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz
>Will keep at it...

I'm impressed.

And because I am as lazy as the next man here it is in your browser.

http://www.wearmouth.demon.co.uk/zz/gasman.htm

ZX Spectrum 48K Emulator courtesy of Troels.

http://www.zzspectrum.org/

--
Geoff Wearmouth
From: White Flame (aka David Holz) on
"Geoff Wearmouth" <geoff(a)wearmouth.demon.co.uk> wrote in message
news:C8xhtIDGlZyDFwUq(a)wearmouth.demon.co.uk...
> I'm impressed.
>
> And because I am as lazy as the next man here it is in your browser.
>
> http://www.wearmouth.demon.co.uk/zz/gasman.htm

Nice idea with the new thread, btw.

For Gasman:

I'm just curious if this uses preshifted sprites, if that's common on the
Spectrum or if that's normally considered to take too much RAM. If
non-preshifted is more usable in games due to the RAM footprint, it should
probably do that. Also, I presume it's doing full-screen blanking instead
of doing dirty rectangles? That's got to offer a speedup to switch over to
rects.

About the sprite sorting, the C64 has to do that as well, since the hardware
sprites need to be reused in y-order to multiplex them, so all in all it'll
probably be a pretty accurate comparison of real-world speed.

But I'm a bit disappointed that it's only doing 256 pixels per sprite
(16x16) whereas the C64 does 504 (24x21). That's only half the pixels.

--
White Flame (aka David Holz)
http://www.white-flame.com/
(spamblock in effect)



From: Simon Scott on
Geoff Wearmouth wrote:

> In another large thread
> Simon Scott wrote:
> > Tell you what, you write a demo moving 24 sprites around the
> > screen smoothly on speccy (in a sinus or something), and Ill
> > do the same on the c64, and we'll compare used/remaining CPU
> > and see if you can back this up with action.
>
> Gasman wrote
> >OK. First pass, I've managed... 23. :-( With no masking whatsoever
> >http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz
>
>
> http://www.wearmouth.demon.co.uk/zz/gasman.htm

Oh damn, that means I have to write a multiplexor now :)

Is that using all the CPU? Why 23 and not 24?

Lastly, my PC is kinda slow and the demo looks a bit glitchy and not 50Hz.
What's the best spectrum emulator for linux?

Hopefully by the time you fix the bitmasking etc Ill have a 24 sprite
multiplexor running :) Nice that you came up with the goods!


From: Ian Rawlings on
On 2006-01-15, Simon Scott <simon(a)chrome64.org> wrote:

> Lastly, my PC is kinda slow and the demo looks a bit glitchy and not 50Hz.
> What's the best spectrum emulator for linux?

Fuse. Easily the best, and my favourite on any platform.

--
Blast off and strike the evil Bydo empire!
From: Simon Scott on
Geoff Wearmouth wrote:

> In another large thread
> Simon Scott wrote:
> > Tell you what, you write a demo moving 24 sprites around the
> > screen smoothly on speccy (in a sinus or something), and Ill
> > do the same on the c64, and we'll compare used/remaining CPU
> > and see if you can back this up with action.
>
> Gasman wrote
> >OK. First pass, I've managed... 23. :-( With no masking whatsoever
> >yet, and a terminal case of blanking-at-the-wrong-time (thought
> >I'd be able to avoid Y-sorting them, turns out I can't).
>
> >http://www.west.co.tt/matt/speccy/sprites/sprites_mk1.tar.gz

Why do I only see 8 (under fuse)?

I hit pause and the most sprites Ive seen is 8.


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