Sprite view manager?
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Descripción
On Amiga hardware, sprites are each a continuous DMA with an individual line of pixels separating each "window" of graphics data. During that separator, the chipset fetches the next location vertically and at what horizontal offset. Effectively, each window of displayable pixels is an interleaved 2-bitplane screen. Would it be an effective use of sprite and blitter hardware to treat the sprites like narrow screens?
Sometimes blitting text to a sprite makes side-bars easy as a HUD on vertical scroller games. It's also an easy way to get around the one-viewport-horizontally limit of the View Manager. Likewise, using the blitter to do the copying to the sprite DMA is much more efficient than the way the OS likes to use the CPU to do it.
The downside I see to this approach is that dealing with horizontally stacked sprites and 4-bit-depth 15-color sprites combining 2 DMA channels, could result in weird clipping requirements with multiple blits necessary to resolve one window of display.
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