To what end? The sprite data-to-blitter DMA is fixed and only happens once per scanline.Espozo wrote:Can it also program new graphics pointer data for sprites mid-scanline?
Even if it weren't, the only advantage would be spending one fewer "odd" cycle clocks on DMA (Copper, and that by only updating 16 bits of the address) to spend two more "even" cycle on DMA (Sprite DMA).
2600: ROM space was too much of a premium.tepples wrote:That depends on what you define as "super chunky". A bunch of old systems had 160-pixel-wide modes, such as CGA (160x100), EGA (160x116), PCjr (160x200), Game Boy, and Game Gear.lidnariq wrote:The modern retreaux "lots of colors but super chunky pixels" is almost entirely without historical precedent.
CGA: The 160x100 mode was extremely rare due to lack of BIOS support and still only supported 16 fixed colors
EGA: I've never actually seen any software divy up the RGB components into subpixels on the EGA to generate a 64 color mode. Even then, the 64 color master palette is limiting. (I have seen this trick used with the VGA 320x480 tweak mode to generate a 320x160x18bpp mode ... but 18bpp is a LOT more than 6bpp)
PCjr: 16 fixed colors
Game Boy Color; Game Gear: handheld. Still not MCGA levels of "lots of colors".
I'm basically ranting about the art direction of "Sword and Sworcery", but I've seen the same aesthetic used elsewhere too.