Finished implementing my revised sprite routine and the other bits to "complete" the title screen stuff.
Now I have a technical question if there's any other coders here..
Sega System16 sprite shrink operates on 5 bit values for both vertical and horizontal, $00 - $1f.
$00 = full size
$1f = half size
The NeoGeo operates a tad differently. Vertically the value is $ff - $00 which ranges from full size to one pixel.
Horizontally though is a different matter. You can only set the value from $f - $0. Now I understand why, each sprite is 16 x 512, my question is does anyone have any idea how to improve that horizontal shrink resolution over a number of sprites? I would imagine it needs a set of look-up tables based on the number of sprites used.
It may not be essential because the scaling isn't used all that often, but I would like to at least investigate the ability to improve the scaling quality. May open the door to an S16 scaler....
Now I have a technical question if there's any other coders here..
Sega System16 sprite shrink operates on 5 bit values for both vertical and horizontal, $00 - $1f.
$00 = full size
$1f = half size
The NeoGeo operates a tad differently. Vertically the value is $ff - $00 which ranges from full size to one pixel.
Horizontally though is a different matter. You can only set the value from $f - $0. Now I understand why, each sprite is 16 x 512, my question is does anyone have any idea how to improve that horizontal shrink resolution over a number of sprites? I would imagine it needs a set of look-up tables based on the number of sprites used.
It may not be essential because the scaling isn't used all that often, but I would like to at least investigate the ability to improve the scaling quality. May open the door to an S16 scaler....