True, but both the Lynx and the Sam came out in the same year and the Sam was 
the more expensive of the two. The Lynx gets away with it, I think, because 
it's pushing only an 8kb frame buffer — 160x102 in 4bpp. So divide all your 
mental calculations by three.

... though, of course, I wouldn't advocate it if fun games are your real 
objective.

The Lynx's design is what Needle and Mical did after the Amiga and before the 
3DO so it's from that lineage of design. The graphics hardware is like an Amiga 
plus in many ways, though a 6502 was all they could fit into the mobile 
transistor budget.

> On 28 Apr 2015, at 07:22, Aleš Keprt <a...@keprt.cz> wrote:
> 
> AKAIK the hardware sprites are much simpler to implement. I don't know Lynx, 
> but the blitter like you described needs uncomparably faster hardware than a 
> set of hardware sprites.
> A.
> 
> -----Původní zpráva----- From: Thomas Harte
> Sent: Tuesday, April 28, 2015 1:12 PM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Prototype of case for planed new computer SAM COUPE 2
> 
> I'm inclined to think the Atari Lynx is the pinnacle of '80s graphics 
> chipsets: just a frame buffer and a scaling blitter. No need for all the 
> special-case sprites/backgrounds nonsense.
> 
>> On 28 Apr 2015, at 06:32, Leslie Anderson <lezander...@gmail.com> wrote:
>> 
>> In an ideal world you could have :
>> 
>> 32/8 full colour hardware sprites ...16x16 or 8x8 ? with sprite collision 
>> detection ?
>> Hardware scroll vertical/horizontal
>> Increase in Colour palette
>> Hardware line interrupts (programmable) to switch palette at a fixed number 
>> of scan lines ? No need for CPU intervention.
>> 
>> Even a second Video processor to give superposition, Superimposed video. 
>> This could be something like a V9938/V9958. though this obviously would mean 
>> quite a bit of extra circuitry, but the resulting graphics would be superb, 
>> probably surpassing a Commodore AMIGA.
>> 
>> Though this all boils down to someone with the time, brains and means to 
>> make it happen !
>> 
>>> On 28 April 2015 at 09:28, Andrew Park <alp...@ntlworld.com> wrote:
>>> I think hardware sprites would be great, increase in colour palette would 
>>> be beneficial as long as more colours on screen at once was introduced but 
>>> given the size of the screen as standard is 24k more colours on screen 
>>> would mean more memory unless line interrupts were used then this would 
>>> have speed issues on the cpu, so how could this be used?
>>> 
>>> 
>>> 
>>> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
>>> Behalf Of Leszek Chmielewski
>>> Sent: 27 April 2015 22:27
>>> To: sam-users@nvg.ntnu.no
>>> Subject: Re: Prototype of case for planed new computer SAM COUPE 2
>>> 
>>> 
>>> 
>>> I agree. The original (crowdfunding) plans for the "new" Golden ASIC's 
>>> involved hardware sprites and palette expansion to 4096, which is enough 
>>> for most needs, and this as upgrade for the original SAM 1.
>>> 
>>> LCD
>>> 
>>> 
>>> 
>>> On Mon, Apr 27, 2015 at 11:20 PM, Aleš Keprt <a...@keprt.cz> wrote:
>>> 
>>> I think hardware sprites would be more beneficial than so many colors. If I 
>>> look to old game cabinets from 80’s, many of them have got excellent games 
>>> with simple slow CPU’s... but always with hardware sprites=
> 
> -----------------------------------------
> Mgr. Aleš Keprt, Ph.D.
> private: a...@keprt.cz, www.keprt.cz
> office: Moravian University College / Moravská vysoká škola Olomouc, 
> ales.ke...@mvso.cz 

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