Nice to see the Minter quote went down well.
How about Matthew Gosling on how Zero 5 used the hardware and his follow up racing game Atari didn't want ?
"We found it to be significantly faster on plain flat-shaded polygons,
which usually form 90% of the game world (although some sections, such
as asteroid belts, are heavily texture-mapped). Memory was also an
issue as well, as we wanted triple bufferring, which was far more
feasable with 8-bit colour (especially as we give over something like
300K to in-game music, speech and sound FX, we really needed the RAM).
As for the number of colours, nobody at Atari noticed it was 8-bit
until we told them (they wanted us to use the trick of holding
textures in the colour palette), but perhaps that is more of a
reflection on Atari ..."
"We also knocked up a basic engine to use for a racing game
after finishing Zero 5, using a strange technique, which Atari weren't
interested in. This is something that, in theory, sounds like it
wouldn't work at all, but the effect was quite good. It used the
object processor to simulate texture mapping. Each scanline of each
polygon is effectively a 1-line high scaled sprite, with DATA and
HSCALE set to show the appropriate texture line. The trouble with
this technique (apart from about 1meg's worth of double buffered
object list) is that the texture has to stay upright, it can't rotate,
but it's amazing what you can get away with in the case of a racing
game with mainly flat road and side barriers .."
cue this being added to Wikipedia entry for sure...and your welcome.
Edited by Lost Dragon, Sun Aug 12, 2018 1:25 PM.