Theoretically it doesn't have to calculate anything at runtime, just store the boundaries in ROM for each degree of rotation.Espozo wrote:The bigger question to me, is how the game is calculating the collision for this: https://www.youtube.com/watch?v=djW3WTE ... 285#t=3m5s I mean, granted, it slows down through almost the whole segment.
It'd probably be in the TV's overscan area anyway.psycopathicteen wrote:I see DMA overload at 9:20. I don't see that happen in too many games.