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Topics - LamerDeluxe

#1
I've made a small demo today that draws a lot of pulsing, rotating and scaling rectangle line sprites. At 40 it already gave me an 2K RAM buffer error. At 30 (120 lines, no extra segments) it worked.

Is there less of a limit when using lower framerates?

I guess there a no sprites or primitives stored in the memory of the Vectrex that are re-referenced. I guess the position/rotation/intensity commands also add to the memory use. So is this amount of lines about the maximum that the Vectrex32 RAM can handle? Because some of the native Vectrex games seem to be able to handle a pretty large amount of lines (the animating CD of Protector/YASI for instance).