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konimaru avatar konimaru commented on July 24, 2024

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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cspang1 avatar cspang1 commented on July 24, 2024

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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cspang1 avatar cspang1 commented on July 24, 2024

Made unecessary by dual-Propeller development.

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