Comments (3)
A lot of the calculations will overlap between VGA and RGBS, so it would be poor design to calculate the same attributes separately in the individual video drivers.
Then again, too much generalisation kills you in the end.
I would also consider whether it's worth doing certain calculations live or use a constant based approach instead (compile time). If I were to configure a certain (game) setup I wouldn't expect user input wrt e.g. sprite resolution. IOW certain parameters never change (again).
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It would be the choice between a library of various drivers with different resolutions and tile dimensions and etc. or a single one or two which allows a developer to set those at runtime. Obviously pros and cons of each, but the former has the benefit of reducing the driver memory footprint and being more true to how retro hardware would itself necessarily be constrained.
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Made unecessary by dual-Propeller development.
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Related Issues (20)
- Integrate stereo/mono pre-amp, RGBS, and coin counter circuits w/ schematics HOT 1
- Fix intermittent start-up video desync HOT 11
- Incorporate header files for constants HOT 1
- Elaborate on Video Part 3/4 Wiki Pages
- Update .io pages w/ Wiki info
- Refactor TX/RX handshake to encapsulate by modules HOT 1
- Implement sprite sizing HOT 16
- Implement horizontal fine pixel tile scrolling HOT 2
- Implement vertical fine pixel tile scrolling HOT 3
- Implement tile map scroll wrapping HOT 1
- Render cycle count improvements HOT 29
- Determine EEPROM Writing Solution HOT 8
- Optimize cog-hub scanline buffer transfer HOT 3
- Random stutter when scrolling HOT 1
- Replace sprite vertical wrapping magic number HOT 1
- Broken JAMMA links in wiki/README HOT 1
- Implement parallax scrolling HOT 6
- Implement full-featured gfx sys demo
- Fix CPU/GPU restart order bug HOT 1
- Implement GPU bank switching
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