JagChris, on Fri Jun 25, 2010 2:10 PM, said:
Anyone want to tackle a little lesson on this?
By sprites you can mean one of three things. OPL objects as sprites, Blitted Sprites or
straight up software sprites. I recommend using the OPL. However this is not a 'little'
lesson as you do need to understand how the OPL and it's list(s) operate.
I think you should start out with a software based sprite, then use the blitter to replace the
software draw, then use the OPL. Regardless, you will still need to know what to do with the OPL
before you can use any of these methods on the Jaguar as it is the OPL that allows you to put
anything on the screen to begin with. The OPL is indeed the backbone of the Jaguar's video system
and you can't display anything without it...unless you want to write with really tight timing and
precision directly to the line buffers...but you still need to set up the OPL minutely even for this.
You have the 6 lessons I posted. Take a look at those as you will see how the OPL is dealing with
the screen. If you want help. Let me know. I will show you how to add more objects to the list.
I am working on a skeletal source for using the OPL as a sprite engine. It's got a ways to go but
it uses the GPU to deal with the list where the lessons use the 68k and that setup is intended mainly
for a 3D buffer and not exactly ideal for a 2D sprite based engine, although it will work for that if
you want it to.
Edited by Gorf, Wed Jun 30, 2010 9:59 PM.