Old game consoles was powered by slow cpu like in dos 16 bit,but had chip that helped with tile and sprite engine
So would drawing sprite combined with background tile pixels be fastest in dos?
Mov from two different segments, one contains tile pixels,one contains sprites
Mix pixels in registers before copy to a000h
In my early ms-dos days I wrote a 3D sprite field in protected mode with TASM.
Translating some of my Amiga demo sources to dos.
Addressed the video card in 32 bit and used Bolean algebra to draw the sprites.
Maybe I can find the sources.....
Ah, the Amiga: had one (a 500) decades ago. Wonderful li'l machine.
As I remember it had hardware support for sprites, amiright?
Quote from: NoCforMe on March 05, 2024, 08:33:00 AMAh, the Amiga: had one (a 500) decades ago. Wonderful li'l machine.
As I remember it had hardware support for sprites, amiright?
Yes, only 4 hardware sprites, but the blitter was amazing to play with. :thumbsup:
The good old days of computing. :cool:
Quote from: Siekmanski on March 05, 2024, 06:33:27 AMIn my early ms-dos days I wrote a 3D sprite field in protected mode with TASM.
Translating some of my Amiga demo sources to dos.
Addressed the video card in 32 bit and used Bolean algebra to draw the sprites.
Maybe I can find the sources.....
I would be thankful if you found sources :thumbsup:
one reason I sometimes code in DOS its much more challenging than my new 64bit 3+ghz computer,with 20 gb RAM and hardware acceleration,that was the reason from got my asm coding the first place,dont want 4.9ghz cpu with 128gb make me lazy and unmotivated to speed code up
second reason I remember many algos worked fine with only 16 or less bit registers,nice to improve to fast SIMD versions