That's really encouraging; I'm now obsessed with getting a complete
game working at 50Hz and in that context I think even just two or
three sprites would do it. The arbitrary 40% came from what was left
over in the current demo but it strikes me it's also very close to the
amount of time between line 192 and the next line 1 so setting a firm
limit in that range resolves all potential concerns about sprite
flicker (well, until I end up having to display a different three of
the four sprites I really want each frame, or whatever).

And once I have something working along those lines I can start seeing
how well the scrolling holds up with more realistic map data. I've a
few more optimisation ideas either way.

On 18 May 2012 09:46, Simon Owen <[email protected]> wrote:
> On 18 May 2012, at 00:56, Tommo H wrote:
>> If I have, say, 40% of a frame to spend on it, how many sprites, and how
>> large, is it realistic to expect to be able to draw and un-draw?
>
> Maybe around 4-5 sprites of 16x16 pixels?  IIRC my Pac-Man emulator has about 
> half a frame to draw 6 sprites of 12x12, plus a couple of background tiles, 
> including save/mask/draw/restore.  For an extra boost perhaps generate the 
> sprite drawing code with knowledge of the data (like Chris did in SAM 
> Defender) — bonus points if you prepare that at runtime.
>
> It's nice to have some fresh on-topic content to read, so keep posting!
>
> Si
>

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