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 image is converted into one big texture 256bytesx126rows = 32,256byte (about 32k)
The 2 rows reduction is done to avoid overwritting the SAM bytes ($FF00 on and FE00 on for CoCo3)
This change allows for very fast table access compared to the used for 32K machines
Being the texture that big, we cut it into two files that are loaded into RAM and copied to high RAM in MAP1
Once done, the program switches to MAP1 to start rotating the big texture.
I think that I would better upload here the source files that contain the tables, each with a description
of the equation that is implementing
Please feel free to put any question that could arise. I will look for the last VBS files used for each version ...
cheers
pere
EDIT: Source for 32k UPDATED. Adding the VBS files
- TablesFor32K.zip
- VB script to create tables for 32k machines
- (1023 Bytes) Downloaded 209 times
- TablesFor64K.zip
- VB script to create tables for 64k machines
- (788 Bytes) Downloaded 233 times