> > But first, ADVRAM is again something else which has to be added, and
second,
> > it is only useful for moving large blocks, like when loading from disk
> > (directly into VRAM). It's nice, but when loading the speed doesn't
really
> > matter. In all other cases, using the VDP is much better, since it can
> > execute commands independantly from the processor, which can do other
stuff.
> > And third, VDP commands can have various dimensions. To do that using
direct
> > VRAM access is difficult and requires complex routines. I doubt it will
be
> > alot faster. And don't forget, it requires processor power, while the
> > VDP-commands don't.
>
> The nice feature Daniel forgot to tell you is that VDP commands
> can be executed WHILE you're writing to advram! Think of screen 5. This
> way you can build your scenary in page 1 using HMMM on blocks present on
> page 2, while uploading new blocks in page 0 through advram. And, since
> these new blocks are coming from the normal megaram/mapper ram, it's
> almost like your VRAM has been expanded to 4Mb. Is this nice or what? :)
The VDP can do this too!!!
You can write to the VRAM using port #98 while the VDP is executing a
copy-command!!!
> Tomorrow there will be a new brmsx with advram, and I'll also make
> a page in english with detailed description and sample programs. I'm can
> add 8x8 sprites too if you tell me a program that uses it. I know I can
> make a program to test that, but I already have a lot of programs that
> doesn't work and, being the lazy guy I am, fixing the bugs in these
> programs is easier than developing a 8x8sprite program just to fix it
> later :)
We need 8x8 sprites for GEM development.
Currently the sprites are all software-rendered (LMMM). We also want to make
a hardware-sprite renderer.
~Grauw
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