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PostPosted: Sat Feb 18, 2006 8:18 am 
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I'm sure no games did it, it would be slow as hell. It'd be interesting only as a demo, that does not need to do anything else and can focus completelly on the rotation.


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PostPosted: Sat Feb 18, 2006 9:34 am 
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The SNES games Chrono Trigger and Tales of Phantasia definitely uses kind of scaling with their sprites sometimes, and both doesn't use any particular chip. No rotation, tough. I wouldn't think it would be that slow on small object.
However, primilary done rotation as showed memblers added with software scaling could do hell interesting stuff.

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PostPosted: Sat Feb 18, 2006 2:28 pm 
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Bregalad wrote:
If of course is simpler, but it wastes pattern table space.
I mean doing rotation by software and CHRAM.


That's almost like what I meant, in CHR-RAM. I forgot to elaborate in my post, by load it in the buffer I meant load only the needed angle into the CHR-RAM loading buffer (mine is a huge string of self-modifying code with LDA #-- / STA $2007, but that's because I like to waste memory for speed, as you can see, heheh).

It's really not so bad, when you consider using a 512kB or 1024kB PRG-ROM.


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PostPosted: Sat Feb 18, 2006 3:04 pm 
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Memblers wrote:
It's really not so bad, when you consider using a 512kB or 1024kB PRG-ROM.

And how much would that have cost in the last days of the NES's commercial life?


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PostPosted: Sat Feb 18, 2006 3:39 pm 
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Yes, I agree with you memblers.
Having all rotation pre-done and load it when necessary is definitely fair.

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PostPosted: Sat Feb 18, 2006 3:42 pm 
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(taking it to the extreme to set an upper bound)

If you really want to have everything pre-rendered, then why not just make an FMV game for the NES?


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