Search found 1677 matches

by pser1
Tue Jan 10, 2017 4:49 pm
Forum: Hints and Tips
Topic: Sprite transparency
Replies: 9
Views: 7744

Re: Sprite transparency

Yeah it's a winner. Having your sprites " compiled " so that all the sprite data is immediate is a pretty obvious win too. Hi Ciaran, thanks for that ... I will try to have a look at that, too But when I hear about 'compiled' sprites, I don't get the idea that lies behind it. I will explain, I have...
by pser1
Sat Dec 31, 2016 10:01 am
Forum: Hints and Tips
Topic: Sprite transparency
Replies: 9
Views: 7744

Re: Sprite transparency

Hi Steve, thanks a bunch for this explanation. I will use the mask trick for the main character creating an interleaved table with mask and sprite data to allow faster access. I need to practice a lot on these tricks as I had never attempted anything on the graphics area Happy new Year for all of yo...
by pser1
Fri Dec 30, 2016 10:41 pm
Forum: Hints and Tips
Topic: Sprite transparency
Replies: 9
Views: 7744

Re: Sprite transparency

Hi Sixxie, thanks a lot. So there is no better way ... As my sprites are surrounded with white color (bit=1), I will need to change them to zero so that when I add the sprite to the background byte that has been previously anded with the mask, it ends up with *only* the real character bits added. An...
by pser1
Fri Dec 30, 2016 8:33 pm
Forum: Hints and Tips
Topic: Sprite transparency
Replies: 9
Views: 7744

Sprite transparency

Hi, I am kidding on a 'potentially' new project that involves moving a sprite along the screen ... I have the background drawing, the sprite in four images to show in sequence to move it right or left This has worked with a rectangular sprite, but as soon as I changed it for a real character problem...
by pser1
Tue Dec 20, 2016 7:12 pm
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

Hello, There are two different solutions applied, one for machines with just 32k and another for machines with 64k. The 'main' difference is that the image is converted into a 'texture' 128bytesx128rows = 16,384 bytes (16k) Every byte representing a PIXEL, for speed reasons. On 64k machines the imag...
by pser1
Tue Dec 20, 2016 4:01 pm
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

this is the url where I have posted the video of the ROTATOR on a 6309

https://www.facebook.com/10001019490918 ... 669153727/

Is there any way to uplad here a video (might be some 4Mb)?
cheers
pere
by pser1
Tue Dec 20, 2016 2:53 pm
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

Hi,
this is my first try with an screen capture program ... don't shoot me!
It is an mp4 file that shows two full turns

cheers
pere
Roto6309.zip
(3.63 MiB) Downloaded 247 times
by pser1
Tue Dec 20, 2016 1:27 pm
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

Hello, another step I wanted to try before closing the project was performing the needed changes to make it run in machines with an Hitachi 63x09 instead of the standard MC6809 Just using the faster CPU native mode and using the new registers E and F, the time is reduced from 16,5 seconds (for a D64...
by pser1
Tue Dec 20, 2016 11:31 am
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

Hi,
Thanks for your kind words!
It is always fun to try to push these old beasts beyond their limits ...
or what we think their limits are.

cheers
pere
by pser1
Sun Dec 18, 2016 10:42 pm
Forum: Dragon General
Topic: ROTATING IMAGES PMODE3
Replies: 15
Views: 8395

Re: ROTATING IMAGES PMODE3

Some notes about the program: We rotate a viewport of 80x80 pixels (square) and so when it moves 45 degrees, the vertical or horizontal lines are able to show: 80 pix / cos 45º = 114 pixels You can 'cook' any drawing in Pmode3 ensuring that the image to be rotated remains centered. As we use an area...