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MrBrow
MAME Fan
Reged: 11/27/19
Posts: 5
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Re: Arcade game graphics, explanations and demos
02/27/20 01:22 PM


While I won't pretend to know everything about all of the hardware that's out there (that is, in fact, one of the reasons I wrote this post), several of the points that you just made are already in my blog entries. I devote a whole section to object overlap issues with tilemaps and sprite counts (per-line or otherwise) are a well-known limitation that I cite in multiple entries.

The other information you've given is useful, thank you -- I haven't come across ROM-based tilemaps, row/column-scrolling or mid-tile palette changes yet. But it's not clear that it would have been anything more than an asterisk in the articles I wrote (if that), since they weren't about games that had those capabilities.

I've tried to restrict my statements to the games I've already studied and the things I *do* know about; in particular, I avoid making any general statements about what "all" games are capable of, since such statements are almost invariably going to be shown wrong in one case or another. But if you come across a case where my writing has been overly general, I appreciate that being pointed out.







Entire thread
Subject Posted by Posted on
* Arcade game graphics, explanations and demos MrBrow 02/27/20 06:09 AM
. * Re: Arcade game graphics, explanations and demos Vas Crabb  02/27/20 10:38 AM
. * Re: Arcade game graphics, explanations and demos MrBrow  02/27/20 01:22 PM
. * Re: Arcade game graphics, explanations and demos gregf  02/27/20 09:52 AM
. * Re: Arcade game graphics, explanations and demos MrBrow  02/27/20 01:25 PM

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