José Pereira Posted December 1, 2015 Share Posted December 1, 2015 (edited) Hi. It's what the title says but I wanna know what's different or if there's more code and c.p.u./cycles need if the soft sprite has BAK [00] colour register in it. Here I have, as an example, sky as PF0 (blue) and then gfxs use BAK (black), PF1 (white) and PF2/PF3 (green / red): And why I want to have the black BAK on soft sprite and isn't the blue? For two reasons and have to be two at the same time: -» I want to have changing colours DLIs on the sky ('backs' be like sky, floor,...) but at the same time I want to have the borders in Black so that I can work in 32 or 40Bytes wide screens; <AND ALSO BECAUSE> -» I want to use Players on the soft sprites, one per each and for what I want need Prior2 (2PMGs that are PMG2 and PMG3, one on each soft sprite and then PMG0 and PMG1 in multicolour mode hardware sprite only for our guy/man that this way will always go over all gfxs and soft sprites). Please post your comments... Thanks. Edited December 1, 2015 by José Pereira Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted December 1, 2015 Share Posted December 1, 2015 We covered a little of this on the thread using Sonic graphics. Effectively you are punching a whole through the PF foreground to include the black ground in an image, so this is achieved through your masking. In WCL, the missiles are used to mask borders via the 5th colour, which I find an intriguing approach. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted December 2, 2015 Share Posted December 2, 2015 Yes you need some kind of masking if you want to use 00 for details. If your game already has sprites moving over other sprites or background, you have to use it anyway. If your background is empty or you just ignore byte boundaries like in Ransack, there's of course no additional cost for using black Quote Link to comment Share on other sites More sharing options...
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