Samuel Crow
Samuel Crow
Blitter queues run by the copper cause race conditions to exist and should not be used with any other copper usage except maybe a little initialization at the top of...
All the low-level stuff is hardware specific anyway. To make it cross-platform or even support RTG would need a higher level engine on top of it.
Many platforms have no support for palette graphics at all. They have to be implemented with shaders or slow emulation code.
Sprite layers with copper repeats are very sensitive to DMA usage. I'm not sure it can be easily abstracted into an engine unless the game developer really knows what they...
I think we have 2 issues mixed together here: sprite manager and blitter batch rendering. Sprite DMA can be set up as a set of bitfields for each header to...
If a non-web encoding was able to mark a region as volitile, memory-mapped I/O based device drivers could be implemented in WebAssembly. (If this isn't currently possible at this late...
@dschuff Thanks for the links!
I am. On 64-bit Linux every typedef long long unsigned uint64_t; needs to be replaced with #include instead due to a type collision. Also C++17 doesn't allow pointer=&value; so *pointer=value;...
That include should be cstdint. GitHub blocked the angle braces.
Thanks. I'll need to think on that part some more then.