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It by “blitting” you mean the Apple had a single 6502 chip which could move bytes around, then yes. But it had no dedicated blitting chip like the Amiga had (wh
by satisfice 4y ago
It by “blitting” you mean the Apple had a single 6502 chip which could move bytes around, then yes. But it had no dedicated blitting chip like the Amiga had (which I never got to work).
The Atari graphics were awkward, too, or so I was told by my boss at the time who did the Atari versions of our products. Good though. What I mean by awkward is just that I was surprised, as someone with no training in computer engineering, how many little quirks you had to work around. Apple graphics were primitive compared to the others, using a seven bit architecture for pixels and the high bit used for color information. At least the C64 had all eight bits for pixels, which made rendering a little faster. C64 sprites were interesting, but like the OP said we had to do tricks with interrupts to reuse them as the screen rastered.
I guess another reason I said awkward is that we had to do every trick we could to squeeze the art into memory. Alphabet Zoo was shipped as a 16k cartridge. I did an entire game with art in 16 kilobytes! I used nine bytes to encode my name, then later I needed those nine back again… so no easter egg for me.
- OnlyMortal 4y agoThe Amiga 500 blitter was nothing to write home about, in my experience. Slow. But, moving 16bit words was a huge improvement compared to the C64 for obvious reasons. The one thing the C64 missed was full screen hardware scrolling. I don’t mean the pixel shifting. I’m aware there’s a clever hack to get full screen scrolling - even at Sonic the Hedgehog rates. This game leverages that: https://m.youtube.com/watch?v=ldo2ewLBt3Y https://m.youtube.com/watch?v=ldo2ewLBt3Y