I'd go one better than that. If the shape of the sprite is the same then
there are cases when you can use 2 or 3 copies of the sprite instead of
flicker. Super Football does that between plays. Not sure if any others do.
There is also a behavioral aspect to flicker reduction, i.e. making the
movement routines be aware of potential flicker situations and trying to
avoid them, but not resorting to absolute vertical separation.
The common theme here is Doug Neubauer's games. The Solaris source must
have some good routines in there for this sort of thing.
At 09:15 AM 7/31/2004, you wrote:
Now I think I've heard these terms used interchangeably over the years. When
I talk about flicker this is how I define them...