<div dir="ltr">On 19 September 2013 17:24, Nick Sabalausky <span dir="ltr"><<a href="mailto:SeeWebsiteToContactMe@semitwist.com" target="_blank">SeeWebsiteToContactMe@semitwist.com</a>></span> wrote:<br><div class="gmail_extra">
<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">On Wed, 18 Sep 2013 13:31:48 -0700<br>
<div class="im">"H. S. Teoh" <<a href="mailto:hsteoh@quickfur.ath.cx">hsteoh@quickfur.ath.cx</a>> wrote:<br>
><br>
</div><div class="im">> I remember in the old DOS days, some games would load up custom<br>
> graphics into the video card's text font buffer, so that they can<br>
> draw sprites just by writing the corresponding characters into the<br>
> video card's text buffer. You can get very fast drawing rates since<br>
> the video card does most of the work for you (and you only need to<br>
> transfer 1 byte per 8x8 block of pixels instead of 8 bytes or more).<br>
><br>
<br>
</div>That's essentially the same strategy behind the graphics hardware in<br>
most 8/16-bit consoles. Basically the ones from around SMS/NES and then<br>
up until 3D. You can identify them from the grid-based<br>
layouts (which were a huge improvement, for both gamers *and*<br>
developers over the "carefully time your opcodes to adjust the<br>
scanlines while they're being drawn" used by Atari VCS/2600 and, I'm<br>
guessing, probably the ColecoVision and SG-1000, which is what make<br>
them so amazingly affordable at the time).<br></blockquote><div><br></div><div>Atari 2600 was the only scanline renderer I know of from that time, and it certainly was made to be cheap!</div><div>ColecoVision and SG-x000 were not affordable by comparison to the 2600.</div>
<div><br></div><div>ColecoVision, Intellivision, Atari 5200, Atari 7800, NES, SMS (SG-1000 and friends), Genesis, Snes, C64, etc, etc were all tile renderers, and the first 5 items in that list didn't even have scroll-offset registers.</div>
<div><br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
In DOS, a lot of CGA/EGA/VGA games used a similar approach as<br>
DOS-text-mode/NES/SMS/etc, but it had to be done in software.<br>
Obviously in those cases it didn't reduce the amount of data sent to<br>
the video card, but it did still reduce (significantly) the amount of<br>
HDD and RAM required to store the levels, and it somewhat<br>
simplified/reduced the amount of processing needed to render.<br>
<br>
(I've done a bit of old-school homebrew, and got my real coding start<br>
in DOS VGA gaming. Fascinating and incredibly fun stuff to develop for.<br>
I'd love to design/build my own tile-based console someday, just for<br>
the heck of it.)<br></blockquote><div><br></div><div>Do it, it's surprisingly easy, but jolly good fun :)</div></div></div></div>