Inferno #10
30 апреля 2007 |
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Future Spectrum - Video Display V9990. Enhanced graphics capabilities ZX Spectrum.
One of the ideas advanced graphical opportunities for ZX Spectrum, put forward by The latter time is the use of chip Video Controller V9990 (used in graphics card GFX9000 for MSX). This article was written to highlight opportunities chips in this class, the prospects of V9990 on the ZX and compare its features with graphics capabilities of the popular 8 - and 16-bit game consoles. The device of graphics subsystems on consoles Platform video end of the 70 - mid-90's are independent Indeed subsystem having in his coc Tave Video Controller (VDP, Video Display Processor), video RAM (VRAM, and possibly VROM), as well as some additional elements (ColorRAM, VideoDAC, etc.) that can or be part of the VDP, or a separate problem PAMI. In this case, the internal resources videosi system (in particular, memory) prices available tral processor napryamuyu.Vmesto this video controller is connected to the processor through I / O ports - through them data to be placed in video memory and control resistivity video controller. For processors no I / O ports - such majority, and among them, for example, often applied in 6502 consoles - port video controller displayed in the address memory space. VDP can also gene erate interrupt to the processor, as mi minimum is at the top VBLANK, and sometimes for several Other important events - the beginning of the map skanlayna, collision sprites, excess limit on the number of sprites. The main feature of such videosis so is the lack of raster videore regimes that are typical for computers - in which Each point has its own address in videopamya Tea and can be arbitrarily included or OFF (APA-modes, All Points Address able). Instead, the approach used when storing and displaying graphics data are fully engaged in video surveillance ler, and the central processor only issues his team - where and what to display. Similar proach can work effectively with a complex two-dimensional graphics (stable 50/60fps, so loved by Speccy) in the Neva sokoy the performance of the pro core processor. Subsequently, with increasing power processors (mid-90's and beyond) in the VDP began to appear and bitmap Modes (Eg, Gameboy Advance). A couple of words used in the text of the ter mines. As can be seen below, a single terminology is not, but usually the organization video mode, which is typical for platformers VDP, called a 'tile'. Also meeting are the names' block schedule ',' pattern modes'. In this text I will use a ne rvy option. Values and other options terms will be explained in the course text. Features platformers videocontrollers VDP can have one or more of the form deorezhimov distinguished, in addition to authorization, available services in these capacities. Bu deorezhimy all platformers VDP build Camping on the same sheme.Izobrazhenie Sobir is a set of strata (layers). The bottom layer - is always the backdrop (Backdrop), something like a curb on the Speccy, but occupies the entire screen area. Unique thing is that you can do with it - change it color. The back can be seen in the presence of 'Transparent' (not derivatives) seats in the remainder lnyh layers. Thus, if desires can be realized effects analysis logical effects on the curb ZX, on the whole area of the screen, with the help of transfer values of only one register, defining color backdrop. It is possible to ask area of effect using the mask of an arbitrary quadratic form (made from the background layer with the 'Prose rachnymi 'and' opaque 'points). This is followed by layers of one of the two types types, their set differs for different VDP. Sequence of output controlled system priority theme, which also happens once Noah (always present). The first type - the layers of background graphics. By terminology of the late 70's they were called playfield (abbreviated as PF, PFI, PFD), in the 80 they became known as background (BG, BGD). Kage dy a fiber collected from the monospaced elements almost always have time measures 8x8 pixels. These elements are called very differently: tile (tiles, slabs ka), characters (characters, CHR), blocks (Blocks), cells (cell), or patterns (Can be translated as 'pattern'). Schedule op mined by the appearance of these elements, customs chno called the pattern, or character. Tiles form a two-dimensional matrix, each cell ka which contains the block number of graphics and certain flags (usually 1-2 bytes per cell ku). The matrix size is measured in quantitative ve elements, and may be equal or pain PWM (2-4 times) than the area of the screen. In the latter case, the screen is visible only part of the matrix. VDP allows you to choose to chalo display the background layer up to pixel, which enables rapid 'Scroll' - you just change the value radiation bias layer in the register and record vat in the invisible at the moment of the bu Schrieffer new string columns, if the level is not placed in the buffer background. Many 8-bit GOVERNMENTAL consoles, for example, NES and Sega Master System, the buffer size is the size of the background screen, so sometimes it can be seen as extreme columns of the background 'being completed' in dvizhenii.Obychno derivation layer zatsiklivayas is, ie, if you ask important bias, on the other side of the screen will visible to the opposite side of the layer. Displace blocks relative to each other typically nel SC. Nevertheless, sometimes such a possibility present but rare (there is a Sega Mega drive / Genesis). used in 8-bit and the first 16-bit consoles were VDP only one layer fona.Bolee later VDP solution is realized more layers - 2, 4. These layers are independent from each other and can Gut 'to scroll' apart from each other. Matrix describing the layer is stored in the form deopamyati, along with graphics tiles themselves. The second type - the layers of sprites. Any prefixal VDP enables display hardware sprites. Each Sprite is a separate layer. Priority O determined by the number of sprites layer a priority among sprites and backgrounds - a system topic priority. Size sprites depends the capabilities of specific VDP. It can be fixed (often 8x8 or 8x16) or choose from several available (Usually no more than 64x64) - usually for all sprites at once. There is also a a small number of VDP with the possibility of destination size (from several access ones) for each sprite separately. Graphics Sprites are often constructed from the same block, that the background graphics, in which case they represent represented a single unit grafiki.Koliche the set of sprites are always limited by the apparatus inverse VDP capabilities on two parameters frames - the number of sprites are displayed on the screen and the number of sprites, finding schihsya one skanlayne.Pri this value the second parameter is usually much smaller first. If you exceed the limit on sprite skanlayn 'extra' sprites in this skanlayne just not displayed. Graphics tiles and sprites may contain reap 'transparent' pixels that transmission intersect in the derivation - instead displays Xia content of the lower layer (another valid one background, backdrop). Most of the VDP has limited capacity opportunities for the display of color. Usually this palette or a set of palettes, the colors in which chosen from among the available ones. Palette may be one for all layers, may be two palette (background and sprites) can be greater. Often found the opportunity assign each sprite and background elements one of several palettes available. If celebrates the 'cells' in the palette and the number of dos sources available to select colors defined by WHO possibilities VDP.Pervoe number usually Nevel to, and the more separate palettes available - The smaller the cells in them. The second number for depends on the scheme for forming the final CEE ta - 16 colors to 16 million colors (Typical values - 16, 64, 512, 4096, and etc.). It is important that the palette does not tied to a specific schedule of tiles or sprites that allows you to create different effects by changing the colors in the palette. In English lingual terminology used in the following ing names: palette - the actual palette, or CLUT (short for Colour Look-Up Table); color in the palette - palette entries, logical colours; available for selection in CEE ta - just colours. In addition to these major possible Stay available to each VDP, may be Additional vozmozhnosti.V particular, this 'Mirroring' sprites or tiles, then a reversal of their vertical and / or gorizontali.Inogda found ability partly (in some areas) to prohibit scrolling background layer that is convenient for organizing the panel game statistics. Especially advanced VDP, for example, video System SNES, have the opportunity to mix background colors and sprites (hardware semi transparency, alpha blending), scaling and rotation of layers background or sprites. Another useful, but not always available may Stew (in particular, is a sore point Ac tavok Nintendo) is to identify factors is the collision of sprites - imposing their each other in such a vyvoda.Esli option is present, it is almost always works' pixel by pixel, "ie, the fact of the collision veniya determined by the real application of each other 'opaque' point is valid Comrade, rather than by coordinates. Hardware limitations and overcoming them Compared with the raster video mode MI, particularly with linear organizations, WHO possibilities seem limited block graphics chennymi. And it really tak.Pristavo chnye videocontroller oriented operating system mainly on rapid withdrawal of a simple two-dimensional graphics. Therefore, the realization of such things such as wire or polygonal graphics, they are very difficult for the CPA vneny raster video modes (one to the still possible). In addition to the restrictions imposed by the approach of block graphs VDP have some hardware limitations. On simple VDP these restrictions sometimes very important, but some of them may be about yti using different software tru Cove and the use of hardware singularities Tay specific VDP. The size of sprites, most VDP bounded 1.2 model is bounded in size, usually the order dka 8x8 ... 16x16 pixels. Because many Games require facilities larger They are made up of several sprites. Restriction on the number of simultaneously display sprites on the screen can circumvented by changing the position and type of sprites beginning of each line of this triangle rastra.Dlya buetsya or the presence of interrupts HBLANK, or exact synchronization program. On Practice this trick was used extensively only in the early consoles, where the number of Sprite has been extremely limited (NAP Example 2 - on the Atari 2600), he subsequently became less frequent. In the terminology of MSX This technique is called sprite-split. Restriction on the number of colors, which rye can be used within one sprite, in principle, can be bypassed by bringing several sprite on top of each druga.No on practice a similar technique was used to fairly rare - in systems where its at variation of it may be necessary, restrictions the total number of sprites on the screen and the number of sprites on the same line also very tough. Restriction on the number of colors, one temporarily displayed on the screen can be about yti same way, changing the palette the passage of the beam to the desired row races spectrum. Chief of the limitations, of course, is Limit the number displayed on a single skanlayne sprites, especially at small spraytov.Naprimer amount, for the NES may display only 8 sprites (with a width Noah 8 pixels each) on skanlayn. Many or a little? For games with a vertical to scroll Ling (such as Flying Shark, Road Fighter) it is not very critical constraint in their situation with a large number of objects on a horizontal line appears Nechay hundred. For more typical platformers games - 'Begalok' - this restriction is problem. Assume that each character (Hero, enemy) has a width of 16 pixels (2 sprite). Enough of all three enemies at same height as the hero, to exhaust a mit, and any effect that uses sprites (Explosion, a bullet) will exceed it. At excess limit of sprites on skanlayn all 'unnecessary' sprites, just not displayed. Avoid similar situations in the games are traditionally difficult Indeed. This problem can be solved the totally Tew, and no tricks will not help. But can reduce its impact on gameplay. The essence of the decision to change the sequence Tee sprites on each kadre.Pri exceeded limit in a single frame lost one piece sprites, each other. Will visually observed an artifact in the form of flickering is valid ytov (it can be seen in virtually every Doi game on NES), but no object of fall completely. This technique is called sprite multiplexing. Also, many VDP, y, and NES including the funds are indications 'Importance' sprites - which cast exceed the limit in the first ochered.Eto avoids flicker the most important jects, such as the protagonist. Most of the VDP for 8 - and 16-bit systems are not able to display the floor transparent objects (alpha blending). AND Unlike systems with raster videore zhimami, they are almost impossible to Rhea formalize this effect reaches programmno.Dlya tion effect using 50% translucency form a very simple trick. It is possible to any systems that bring the image on the TV. Object runs in a grid of points in a checkerboard pattern - a point graphs, blank tochka.Iz to the low-definition images on conventional TVs adjacent points it Nogo merge and create the effect of semiconductors transparency. The higher horizontal resolution solution of the system - the effect looks better fekt.Takim way made the bushes on the ground level in Sonic 2 and line power fighters in Mortal Kombat 3 on Sega Megadrive. Similarity bny same approach is used in ZX, for create intermediate shades (Hatching). Slightly less common other way to simulate translucency, it is usually applied on the slot machines, which Vertical Frequency is usually equal to 60 gerts.Osnovnaya idea remains the same - the dashed hovka in a checkerboard pattern, but each frame opaque and transparent points change places. Of course, there is a glimmer of an hour totoy 30 hertz, but this frequency is sufficient high that it was not very noticeable, but the whole effect looks better, because individual points are less shading zametnymi.Takoy effect of active use lsya, such as Street Fighter Alpha (Zero) 3 on a slot machine CPS-2. The most difficult to circumvent the restrictions Niemi was the idea of block schedules - if required, for example, to implement the vector rnuyu schedule. However, this limitation can be around a number of ways, depending on the in zmozhnostey specific VDP. If the system has enough memory and can dos sufficiently fast to transfer data into it from processor, you can simulate Bitmap results Assume assigned to each 'familiarity' background tile with a unique number, and draw nuzh nuyu graphics directly in the images taylov.Na systems where memory is not enough to storing images full screen, you can complicates the rendering algorithm to Phragmen Options of the image, where the presence exist in a different color, fit into the available memory, and for areas with the same color is called started the same tile. Similarly, the formation Thus, for example, implemented in the game Elite NES. Of course, such decisions can not be called simple, but the use of ve ing is not for its intended purpose is always to conjugate with some difficulties. Typical graphical effects For all of the above might give the the view that the VDP is a single continuous limit. Of course, it is not, There are emotional moments. In addition to its direct Mykh responsibilities for the rapid conclusion 2Dgrafiki, VDP provide the opportunity of simple implementation of a number of effects. The most interesting opportunity explosion us to technique, which has the name of the raster effect. Also found the name of the line scroll, but it is commonly used to specify the additional hardware for support, simplifies the implementation effektov.Sut This technique consists in changing the bias layer (or layers) background on each of the rows raster. Hardware support is the presence of pointers for each of the bias strings that can be set once for frame. In the absence of such support mixed generalization background will have to change manually HBLANK or with precise timing programmy.Poetomu effects of this type rarely occur on systems that do not have generators tion interrupt HBLANK. Most often used linescroll to implement the so-called parallax scrolling'a. This method of creating an apparent the depth of the scene by scrolling (typically only horizontal) of its parts with different speed. For example, the land surface in game genre 'platformer' (for example, Sonic or Mario) is moving quickly, and not a cloud in the Be - slowly. Depending on the number background layers, supported by VDP, the effect is limitations. So, if there is only one layer background scene is divided into a number of horizon lnyh bands, each of which has its speed of movement, and objects from one bands can not go to another lane. However, this can be circumvented by bringing part of the union projects sprites. This decision of the trial lems are often used to console PC Engine, as its VDP supported sprites rather large razmera.Pri the presence of two and more layers of background limitations become less serious - they are saved to the SC zhdogo of the layers separately, but the layers have separate bias. Near-bed displays the basic background play, moving with one speed, and at long run the desired effect. This principle is used In most games on the Sega Megadrive / Gene sis. To see whether there are restrictions in this case is not easy - so, in the first levels of games Sonic the Hedgehog 1 and 2 or Rocket Knight Adventures in the said console for ne moat glance it seems the presence of huge number of background layers, and only Looking closely you can see that it is not so. You can create and other effects of by linescroll. For example, the effect of shaking of hot air. To this end, the total shift of the background layer is added, say, sinusoid, a small additional shift of. In the case of two or more layers of background effect can be used as all or and one of them (front or rear, depending on the ideas). More rarely effects occur with a change in Vertical lnyh bias, since not all have the VDP opportunity to change the vertical displacement of background at the time of passage of the beam raster. Due to changes in vertical displacement can realize the effect of stretching or distortion of the background layer vertically. Combining change the horizontal and vertical displacements, we can get more complicated effects. This same technique can be used and to solve such problems as rendering slopes at polutrehmernyh races (such as Chase H.Q. ). Actually, the principle of giving flat track prospects in those games called scanline-based, but in general the technique called sprite-based (because objects in such games are sprite) or scale-based (because the sprites for derivation mastshabiruyutsya). Linescroll in the realization tion output track in block mode when changes for vertical priest selnoy precision output tiles, allowing the make the size of tiles 1x8 instead of 8x8. Each Dai horizontal line 'texture' doro Ki is stored in all possible horizontal GOVERNMENTAL scale, and to derive the desired scale chosen change the bias of the background layer. It is noteworthy that the effect of motion on the expensive n the first racing games to use eat this technique was implemented through the anisotropic mation palette (see below). The effects of the change palette. That those nickname is sometimes called the Palette-Shifting or Palette Animation and can be used tsya on any system in any video mode Max (not just block), which displays Color images are defined by programs Fix a palette, rather than directly color values for the points rastra.Osnovnaya The idea is that when the values in the palette immediately change color in the displayed image. At the same time does not require changing the actual data Graphics - for bitmap mode without firing algebra in order to achieve a similar effect would have to go through all the points of the raster. Conditionally Grayscale effects can be separated divided into two groups. Feature of the first - change all the colors of the palette directly. Nai more typical effects of this group - 'The Fairy ding '(fading, the word fade -' Fade Away ' 'Damping') image. That is, smooth quenching and the appearance of the screen from black or white to the normal image, and vice versa. It is also possible gradual bleaching the same valuation images or change color gammy.Smena range can be used to For example, for the underwater scenes - when the hero falls into the water, you can smoothly change the parameters liter, adding more blue tint, but to Then he was chosen on the surface - to return normal palitru.Takim same way we can implement the change of time of day (such effect is realized in the Fantastic Dizzy). When This chart itself does not change in any modification of the scene from one common same set of graphics. The second group palettized effects differ differs only part of the change of colors in palette, it's own animation with the help soup palette. It is used to change colors of individual objects. For example, for 'Flashes of lightning' in the background; glow shots from the night scene, for flashing enemies with bullets hit them, for ignition Gahnia stoplights at cars; animation surface water or lava. The same group You can include discoloration of the characters using a single set of graphics - this may be changing colors for the boss depending on the rest of his energy or superficially similar, but different colored enemies (Typical of games in the genre and beat'em'all shmup'ov). This same method can be realized vat brightness change character depending on dependence on whether it is located under the source light or in darkness. The effects of a change of graphics tiles. Animation of objects on VDP can be realized in two ways. Is commonly used replacement on the number of displayed blocks of the background or sprites. It is fast and logical way. However, it is also possible to replace itself and the boundary fiku blocks. This method may be more slow (depending on the volume changing emyh data), but it can be realized vat some effects. For example, the VDP with a background layer can be implemented ef effect of the second layer of parallax scrolling. The second layer in this case is to bout a simple repeating pattern of a small size, for example, 32x32 pixels. For the creation the effect of simply making use scroll the original graphic pattern in the right direction and with the right skorostyu.Takzhe with this method can save the video memory in the case case, if it is not enough - for example, necessarily store all the animation frames protagonist games platformer in videopa cards, an can be forwarded to the desired frame in the the same blocks allocated to one frame image of the hero. Another possible application of this technique - progressive singing resistivity or the disappearance of the background image. To do this, when the loaded map tiles need to send graphics tiles in videopa rumple not all at once, as, for example, line by line. Features Some platformers VDP Nintendo Entertainment System (1983) Video capabilities of the consoles interest primarily because of the fact that the mid-90's it was connected to Spectrum'u. While this tandem in series do not receive special popularity. The current idea of connecting to the V9990 ZX often compared with this development. After Lake nakomleniya with the characteristics of the VDP model zhno will be good to feel the difference. Resolution: 256x240. Really much seen in the PAL overscan, can be seen only in NTSC 256x224. It is possible to turn off updates tion screen below this region to increase performance of video memory. Video Memory: About 2 KB (buffer background, Pa. liters sprite descriptors - physical pa znyh devices, the buffer can be a background cluded ROM), 8 KB VROM for graphics (at cartridge bank switching theory allows an unlimited amount). Reading from a opamyati needed to make a double, the first Reading returns incorrect data. Jobs video memory is only possible within VBLANK. Working with Descriptors sprites WHO possible through the DMA. Sprites: 64 on the screen, the size of 8x8 or 8x16 (all the sprites of the same size), 3 colors. Mirroring horizontally and vertically. Maximum of 8 sprites on skanlayn. Background: One layer. Tiles 8x8, 3 Color on the tile (there is a limit on the choice of colors for groups of 4x4 tile). Buffer 32x20. Palette: 53 colors, are simultaneously 25 (+ 4 flat panel and 3 color tie fishing + 4 palette of 3 colors for sprites). Scrolling: Yes. Collisions: None. The chip is designed specifically for police officer ki, by Ricoh. Has a formal code notation RP2C02-RP2C07 (different version) actually met marking 6538, TA03 (Apparently invented out of my mind malignant ki Thais). Some individuals ut approves that it grew out of TMS9918.Vozmozhno, this is true, but in fact almost nothing in common between them. Has quite a tricky device, because of what it parameters were difficult to describe in brief summary vyshe.Est large quantitative in the intricacies, including arising out of opportunity to have as part of the cartridge to additional devices, including bells and whistles for graphics (and they really used). Only one tile form orezhim.Chip not interrupt Scanlan Well, only NMI on VBLANK. Nevertheless, line-scroll in games met, probably for by keeping the program pauses. There to determine the position of the beam through 'Sprite # 0 hit detection' - check, I'm tired pouring when passing the beam through the visible (Opaque, the background under it necessarily must be set non-zero color) part of the first sprite in spiske.Eta possible sequence was used to ban skrollin ha part of the background to the game stats, for example, For example, in Super Mario Bros. (Sprite # 0 - this flashing coin in the panels on top). Sega Master System (1986) The first exit Sega to market home form deoigr, virtually unnoticed by us - because of not very successful competition with the NES. Many games with a Sega Megadrive / Genesis vyho Dili and for this system, among them - the 8-bi tnaya version of the game Sonic the Hedgehog. Resolution: 256x192 (256x224, 256x240 in depending on video mode and PAL / NTSC). Video RAM: 16 MB. Sprites: 64 on the screen, 8x8, 8x16, 16x16 (all the sprites of the same size), 16 colors. No mirroring. Maximum 8 sprites on skanlayn. Background: One layer. 8x8 tiles, up to 448 pieces (limited by the amount VRAM), 16 colors. Buffer 32x28 tiles, tile mirroring vertically / horizontally. Palette: 64 colors on the screen simultaneously but 32 colors (16 + 16 sprites background). Scrolling: Yes, possible partial scrolling. Collisions: Yes, just the fact the intersection radiation of any two. Special chip, code notation cheniem 315-5124 (within 315-5246), developed oped Sega for its 8-bit arcade avtomatov.S some changes using localized in the Game Gear (pocket version at rate, chip 315-5378). Similarly, NES, cha one hundred mentions that it is based on TMS9918/9928. TMS9918/9928 used in MSX1, Coleco Vision and earlier machine tries from Sega - SG1000 in console and computer Tere SC3000. In fact, the total a bit. Equal number of small things, but there are more differences - 9918 did not have the scroll and the definition of one hundred lknoveny, supported only 32-color Sprite, a fixed palette of 16 colors and one background layer with similar Spectrum'u characteristics. Only tile and text video mode we do not have raster video mode. Horizon flax scrolling always with the 'artifact' in left column of the screen (7 pixels). This column or a background color, or the case experimental data from the graphics sprites videopa myati. Chips 'partial scrolling' is tsya the ability to disable the horizontal scroll to the top 16 lines, which usually displays game statistics. Arbitrary area to scroll nelzya.Izmenyat value vertical scrolling in the process of mapping expression can not be shot, horizontal measurements nyat possible. There interrupt VBLANK and skanlaynu.Takim way line-scroll perturbation wives, but in games he almost never used. Despite all the constraints, the schedule vyglya leads neploho.V recent games (especially on Game Gear, which stayed on the market a little longer) - much better than NES, due to more colors. PC-Engine/TurboGrafx 16 (1987) The first attachment, which brought in the house igro Cove 'true 16-bit graphics. " It because it was advertised in due course. Gra Fick's on it really was the best medium Director existing at the time of game systems topics. Many colors, big sprites in games active use of parallax skrollin ha - all that was to become the continuous mennymi attributes of 16-bit games. Also (One year) - the first game console with CD-ROM.Spetsialnoe retreat for bow nick Amiga: console and a computer - different things and different categories of users; Amiga, and other popular computer in Europe panthers were not common in Japan, there There was a lot of their up machine interface computers without going beyond the limits ly of the country. Resolution: Programmed with the steps in 8 pixels, up to 512x240. Mainly used We used 256x224. Video RAM: 64 MB. There is a DMA in VRAM. Sprites: 64 per screen sizes 16x16, 16x32, 32x16, 32x32, 32x64 (for arbitrarily each sprite). 16 colors in a sprite. From zerkalivanie vertically and horizontally. A maximum of 16 sprites on skanlayn. Background: One layer. Tiles 8x8, 16 CEE Comrade on the tile. The buffer size variable, from 32x32 to 64x128 (several options). Palette: 512 colors (some duplicates be) on the screen simultaneously to 482. 16 Pa liter for sprites, 16 for background tiles; Each palette of 16 colors (each valid ytu and tile can be assigned to any of the 16 palettes). Scrolling: Yes. Collisions: Yes, sprite # 0 with the remaining GOVERNMENTAL sprites. Special 16-bit chip designed Hudson for this console. Unlike other consoles that have taken VDP in a single chip, divided into two chips: HuC6260, VDC (Video Display Controller) and HuC6270, VCE (Video Colour Encoder - everything associated with firing Roy and video output). Has advanced interrupt system by VDP: on VBLANK, on the end of DMA-transfer, to achieve the indicated zannogo skanlayna, the limit is exceeded sprites on skanlayn on collision valid yta # 0 with any drugim.Takzhe in the system is timer (6992 Hz, 7-bit counter) and pre on closing on it. Values can scroll to change at any time, which leads to Nema dlennomu changing display, and together system interrupts allowed to create All types of effects line-scroll. In some games met complex effects such as scaling derivations and withdrawal filled rectangles (Eg, spinning and growing triangle, evolving into a multifaceted circle, declining to a point on the letter I in logo company Taito, the game of which encountered chalis on PCE). It was subsequently released on a pro will move version of the console - SuperGrafx (1989). She had just two GPU - twice as many sprites, background layers, videopa cards, an at the same CPU on the same frequency. The result came only 6 games with support for advanced graphics opportunities, sell consoles fast light rnuli. Follow TurboDuo (PCE + CD +192 MB Memory, 1992) again had a single chip. Sega Megadrive / Genesis (1988) This prefix is sometimes called the 'incomplete valuable 16-bit ', because it has a relatively relatively weak in features, but a quick VDP. Nevertheless, in general, this its' incomplete notsennost 'less similar to that of PCE (has lice reverse bias balance VDP / CPU) for by 68,000 as the main CPU. Resolution: 256x224, 320x224 (as in zmozhny interlaced modes). Video RAM: 64 MB. There is a DMA in VRAM; DMA from main memory to VRAM (in time VBLANK, 7380 bytes). Sprites: Up to 80 on the screen, depending on video mode. Size from 8x8 to 32x32, 1916 colors. No mirroring. Up to 20 sprites on skanlayn. Background: Two coats. Tiles 8x8, 16 CEE Comrade on the tile. Buffer size change background Writable, from 32x32 up to 128x32. Mirroring tile vertically / horizontally. Palette: 512 colors, 64 on the screen. 4 palette of 16 colors. Scrolling: Yes, separate the layers, possible partial scrolling. Collisions: Yes, just the fact the intersection radiation of any two. Special chip, which is strongly Developed version of the VDP Master System. Is designated as 315-5313.V has added Ny new video modes, with partial preservation Niemi old - was created with the console when Overall, backward compatibility, all the old iron is present in it, and using special differential adapter can be used Games by SMS. Bitmap Modes of pre- reap absent in older have a number of differing chii, because of which about a dozen games by SMS work incorrectly. Interrupt system remained unchanged, at VBLANK and skanlaynu. But separate to scroll Ling has evolved - can th horizontal scrolling each skanlayna, horizontal scrolling for each line that ylov; vertical scrolling column in two tile width. One of the layers can be window without scrolling. Accordingly, linescroll hardware, and in two layers of pho on, which greatly facilitates the creation of related with its use of effects. Super Nintendo Entertainment System (1990) Full 16-bit console, with power GOVERNMENTAL audio and video systems, but rather weak processor - 65C816 (enhanced to 16 bits 6502). Resolution: 256x224 to 512x448. In mainly used 256x224 (at least 320x224). Video RAM: 64 MB. There DMA, allows move small blocks of data in the VRAM during HBLANK. Sprites: Up to 128 on ekrane.Razmer from 8x8 up to 64x64 (only two different on-screen) are built from blocks of 8x8, up to 128 colors on sprite. Up to 256 pixels per skanlayn, otze rkalivanie horizontal / vertical. Background: Up to 4 layers. Tiles 8x8, 4 up to 256 colors on the layer in different modes. Buffer under von 64x64, distributed over depending on video mode. Palette: 32768 colors, up to 4096 on the screen (Not taking into account the effects of alpha-blending) to 256 on skanlayn. Up to 8 palettes for the background layer. Scrolling: Yes, separate the layers, with some restrictions. Collisions: None. The chip is designed specifically for the SNES, about ducer and the name is unknown. Quite non-specific characteristics listed you above, explains the presence of a large koliches Twa video modes (8 pieces). In addition to the resolution of, they differ in the number of available layers of the background and the number of colors on the tile. For example, in the mode MODE0 available four layer, 4 color tile, 8 palettes (32 color). In MODE3 available only two layers, one of them has 16 colors on the tile 8-color palettes, the second - 256 without palettes. The most complex mode is MODE7, provides a 256-color layer the possibility of its rotation, and scaling of. There interrupt VBLANK and skanlaynu. If you exceed the limit of sprites on skanlayn (Unlike other VDP, a SNES restrictive is called the number of pixels, rather than themselves Sprites), the first missing neighbors valid you if there is overlapping. There svoeob different hardware effects 'pixelation', not very nice-looking, but often encountered waiting for a game (when changing the screen) - iso map smoothly transformed into a set of cumbersome madnyh pixels. Continuing the practice started thuja NES, the possibility of attachment can change propagate in dependence on an additional paratury on the cartridge - including prodvinu Tide video modes (from small improvements existing regimes to special processor for O textured and lit triangles golnikov in 3D-games). Such expansion quite extensively used in games. Brief Specifications V9990 Now consider the possibility of closer V9990, to understand what it represents themselves, and how his chances are better or worse than the platformers VDP. V9990 is a senior in the lineup of chips TMS9918/9928/9929 (MSX1), V9938 (MSX2), V9958 (MSX2 +, TurboR). It is based on ideas V9958, but backward compatibility between these chips net.Polnoe name chip - Yamaha E-VDP-III V9990.Kak all VDP for MSX, it is not purely 'platformers'. Yamaha has positioned it as a solution for use in video games, multimedia systems Themes and industrial automation. The chip has as a block mode with hardware sprite mi and bitmap, with the possibility of machine Nogo perform the rendering for mitivov and transfer blocks of graphics. In ka Unpack the kettle output devices supported by them not only the conventional TV, but also a VGA-Monitor and LCD-panel. For video game applications predusmot Reno two block video mode: P1 with a resolution sheniem 256x212 and P2 with a resolution of 512x212. While P1 is supported by two layers of background, in P2 - a single layer. The background is made up of blocks Cove 8x8 points. 16 colors on the block, 4 panel of 16 colors defined in the 15-bit color. Number of image blocks - 8160 7680 for P1, 15360 for P2. Buffer size of the background - 64x64 block mode P1 (for each layer) and 128x64 mode P2. There's apparatus tnye sprites. The simultaneous mapping expression 125 sprites on the screen, and up to 16 sprites on the same horizontal line. Sprites have a size of 16x16 pixels, 16 CEE Comrade a sprite and 4 palitry.V videopamya Tee, you can store up to 256 images Handbook Comrade. There is a system of priorities map tween layers and sprites: priority between the layers of background and sprite is given each home in person, the order of valid ytov determined by serial nomerom.Obschee the number of colors simultaneously displayed on screen in these modes, equal to 64 (from a palette at 32,768). Raster video modes are presented in large numbers: it's modes B0-B7. They different resolutions - from 192x240 to 1024x424 (some permits available Only for VGA), the number of displayed flowers (4 ... 32 768) and methods of their representation resistivity (RGB, YJK, YUV, etc.), size image buffer - from 512x512 to 1024x x2048. In these modes available hardware display two cursors, and 32x32 points in 3 colors. In the operations of the hardware transfer blocks of data (processor / video memory, video memory, video memory, videopa rumple-processor) and drawing primitives (Point, line, monochrome print on a mission colors) you can specify different logical Kie operations performed on the data. Among the other features present program centering the image on the screen not, imposing image to an external video signal (using a special bit in the value chenii color indicates an external display tions signal or the desired point of videopamya ty). There are interruptions to achieve beam the desired point of the raster (given its coordinates you, and you can choose - repeat interruption on each line, or only on specified Noah), the VSYNC, on completion of the team. Possible to connect video volume from 128 to 512 kilobytes. Shiru
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В этот день... 21 November