4 ms·
There were a lot of other tricks to be had: - Some form of sprites were the rule, not the exception. Albeit very hardware coupled, usually a fixed width and
by s800 15y ago
There were a lot of other tricks to be had:
- Some form of sprites were the rule, not the exception. Albeit very hardware coupled, usually a fixed width and maybe unlimited height. Fixed # of sprites per line as well, or they'd just turn invisible.
- Tile based (character) graphics, so there's a lot of games that aren't bitmapped, but rather character or tile based. So think updating a 40x25 screen (eg) not a 320x200 screen.
- Palette (indirect) based graphics = some tricks for animation here.
- A hardware supported transparent color.
- Direct control of frame buffer pointer = lots of goodness.
- Interrupts based on raster position
- DMA for sound
Sometimes:
- Some control of modulus based scrolling (think starting bitwise horizontal and vertical for up to 8 bits) = easy tile based bit scrolling.
- Blitter (with boolean ops) - maybe.
- Planar graphics.
Still, we're lazy today. Lots o layers in between us the hardware.