Kirk_Johnston Posted July 21, 2022 Share Posted July 21, 2022 (edited) Because the window plane takes up part of plane A anyway, and I presume you could alternatively simply not run any scroll code for the scanlines on the part of the screen where you want a HUD without using this built-in window plane feature, what is having the window plane built into the system at some hardware/firmware level actually doing to, I guess, save processing time or whatever? Is the main benefit of this window plane [in general/typical use] more relevant if you're doing a vertical HUD down the left or right sides of the screen, where, I presume, it would be a little more hassle and process-costly making sure that it never scrolled off the screen unintentionally? I think most/all older systems could do static HUDs on part of the screen without a dedicated window plane, so I'm just trying to figure out what having the window plane actually brings to the table [in general/typical use], such that Sega even thought to add it as a standard feature in the first place. Edited July 21, 2022 by Kirk_Johnston Quote Link to comment Share on other sites More sharing options...
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