[HN Gopher] Neo-Geo Assembly Programming for the Absolute Beginn...
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       Neo-Geo Assembly Programming for the Absolute Beginner (2016)
        
       Author : crapvoter
       Score  : 35 points
       Date   : 2021-03-25 17:39 UTC (5 hours ago)
        
 (HTM) web link (www.ajworld.net)
 (TXT) w3m dump (www.ajworld.net)
        
       | egypturnash wrote:
       | If I am skimming this correctly then apparently the Neo-Geo used
       | sprites for _everything_ , except a "fixed" tilemap layer that
       | always appeared over the sprites, and was pretty much only useful
       | for score/status kinds of things?
       | 
       | And the Neo-Geo looks to have been capable of displaying 7k
       | sprites at once?
       | 
       | Damn, that's a hell of a choice.
       | 
       | ----
       | 
       | Looking at the Neo-Geo dev wiki:
       | https://wiki.neogeodev.org/index.php?title=Sprites - sprites are
       | vertical strips of 16x16px tiles, from 1-32 tiles high; only 96
       | sprites can be displayed on any particular scanline. The hardware
       | has support for linking them together to create wider game
       | objects.
       | 
       | One scanline is 384px, so if you want to fill the screen with a
       | tilemap made of sprites, you're gonna eat up 24 of those sprites,
       | leaving you 72 for other stuff. You could probably use another
       | couple dozen sprites for some sparse parallax layers and still
       | have a decent number of them left for game objects. That feels
       | _really weird_ compared to other console architectures I 've read
       | about, there's normally a pretty strong division between
       | tilemaps/bitmaps and sprites.
        
         | the-rc wrote:
         | Overscan (using the borders) was at the mercy of the monitor,
         | so games often used 304 pixels to work everywhere, not even
         | 320. That's 19 sprites per layer. Any decent game would use at
         | least two layers (38 sprites total in the general case,
         | assuming no gaps or optimization schemes) or three (57
         | sprites). But then you'd probably need another column of
         | sprites, partially clipped, for horizontal scrolling.
         | 
         | Sounds like fun.
        
         | pasquinelli wrote:
         | it kind of makes sense. sprites as tilemaps whose origin can be
         | set is how sprites are used, so making that explicit is
         | natural. from there, getting rid of any background layers also
         | makes sense; just put a sprite at the screen origin.
        
       | Grazester wrote:
       | I just realized how similar the Neo Geo and Sega Genesis/Mega
       | Drive hardware are.
        
       | busterarm wrote:
       | This might be helpful for continuing...
       | https://github.com/dciabrin/ngdevkit
        
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       (page generated 2021-03-25 23:03 UTC)