Path: chuka.playstation.co.uk!argonet.co.uk!argbc08 From: R Fred Williams Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2d collision bounding box... Date: Wed, 09 Dec 1998 20:32:51 GMT Organization: ArgoNet, but does not reflect its views Lines: 34 Distribution: world Message-ID: References: <366C2C7E.75028A95@club-internet.fr> <74hp72$8bc3@chuka.playstation.co.uk> <366DC77E.250F58BA@manc.u-net.com> Reply-To: R Fred Williams NNTP-Posting-Host: usern269.uk.uudial.com X-Newsreader: NewsAgent 0.84 for RISC OS X-NNTP-Poster: NewsHound v1.37ß2 In article <366DC77E.250F58BA@manc.u-net.com>, James Shaughnessy wrote: > PPS I'm having REAL problems getting a large map to scroll on the > GameBoy -- the LCD controller stops you from accessing VRAM for most > of the time... oops sorry this don't belong here! (But anyone > interested let me know..) ...ok, ok, maybe this should be email but wtf... On the GB, after waiting for the vertical flyback, there's enough time with the vram "visible" to transfer a 21-high column, a 23-wide row, hit the sprite DMA, and still leave enough time to copy 4 characters worth of realtime animation. (which Micro Machines used for the parallax floor / sink plug) Real GB tech-heads, apparently, download bits of character set during the h-blank (!) Feel free to get in touch, but bear in mind that I was developing under "Codemasters rules" of the time (ie, I've never seen the official Ninetnod [1] GB spec, and so probably use the "wrong names" for everthing), and that my source code is (c) Codemasters (despite the fact that I've probably got the only copy right here with me) ttfn Fred (Yaroze /~RFREDW) [1] - At the time, we were forbidden to use anything that could be construed as being (c) of that company, up to & including its name.