You know as well as I know that the DSP is only 32bit processor that have full access to main ram unhinged without a workaround at full speed despite being on a 16bit bus, it's the only processor that controls all of the i/O ports on the system and is sited by Atari themselves for these facts.
The 68000 is:
a 32-bit processor
has full access to main ram unhinged without a workaround at full speed
so I won't be able to record it this weekend, but I ordered Roxio GameCapture,which is supposedly able to capture at 60 fps, and that should arrive next week. Hopefully, I ordered proper adapter too...
I'm sure if you watched it on youtube you'd know exactly what to order
A RAPTOR List is a linked list of objects used to composite the screen.
The list can contain Bitmap Objects, Scaled Bitmap Objects, or BRAnch objects.
So, for example, a title screen list (pseudocode) might consist of:
whereas a game screen list might look something like:
text overlay (scoreboard)
You can have 16 lists in total, with a maximum of (from memory) 512 objects in total spread across all lists.
However, trying to display 512 objects will certainly cause the Object Processor to melt. This is why objects flagged as 'inactive' get skipped during processing.
In the above example, if nothing is currently 'exploding' then all the explosion objects would be set inactive, and would be skipped over. Similarly, the player, or enemies might not be shooting, so those unused objects would be skipped.
That is it, in brief - please feel free to post any follow up questions, but I'd encourage you to just play with the API. Also, a lot of things in the rB+ forum that specifically deal with API function calls would be worth a read.