Three new video modes

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Roukan
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Re: Three new video modes

Post by Roukan »

CunningFellow wrote:No prob.

At the moment I am working on an instructable to help promote the coding challenge.

I'll try sneak the video mode in between that and finishing tempest.
No problemo kind sir - good of you to take time out to look into this :)


Regards


Roukan / JIm
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Roukan
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Re: Three new video modes

Post by Roukan »

CunningFellow wrote:No prob.

At the moment I am working on an instructable to help promote the coding challenge.

I'll try sneak the video mode in between that and finishing tempest.
Did you manage to get anything done with this ?
CunningFellow
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Re: Three new video modes

Post by CunningFellow »

Sorry - forgot about it totally as I work on finishing T2K and the new video mode for the submarine simulator.

I will over the next few days work on it AND post what I am going here in my spreadsheet to give D3athAdd3r a bit more insight into how I work out these ASM things.
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Re: Three new video modes

Post by CunningFellow »

OK -

FFFFBBBBTTTTTTTT

with foreground being RGBI and background being RGBI

Doing the FLASH bit is too difficult in the given clocks.

Is it OK to have the memory arranged as

TCTCTCTCTCT....

with colour and tile interleaved or does it need to be

TTTTTTTTTT

CCCCCCCCCC

with separate contiguous 768 byte hunks for tiles and colours?

I have not done enough work yet to say for certain I can do this, but I feel fairly positive. Its an easier task than Tempest seemed.
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Roukan
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Re: Three new video modes

Post by Roukan »

CunningFellow wrote:OK -

FFFFBBBBTTTTTTTT

with foreground being RGBI and background being RGBI

Doing the FLASH bit is too difficult in the given clocks.
I recall you saying that this was likely to be the case - would of been nice but extra colours instead is good.

CunningFellow wrote:Is it OK to have the memory arranged as

TCTCTCTCTCT....

with colour and tile interleaved or does it need to be

TTTTTTTTTT

CCCCCCCCCC

with separate contiguous 768 byte hunks for tiles and colours?
TTTTTTTT CCCCCCCC is preferable but if it has to interleaved to get it working then thats fine.
CunningFellow wrote:I have not done enough work yet to say for certain I can do this, but I feel fairly positive. Its an easier task than Tempest seemed.
As mentioned previously your time and effort spent on this are much appreciated - hopefully it can be done - but if not thanks for attempting it :D


Regards

Roukan / Jim
CunningFellow
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Re: Three new video modes

Post by CunningFellow »

Ok. Think I have it nailed. Will post up the idea I have for peer review after I finish my ride/shower
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Re: Three new video modes

Post by CunningFellow »

I am chasing 1 extra clock.

I have not played games with replacing a MUL with a MOV yet. So I still may make it.
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Re: Three new video modes

Post by CunningFellow »

is 16K gone from flash just for the video mode OK ?

I think I have worked out how to make the attributes

RGBIRGBF (with the FLASH bit)

But it has blown out the IJMP table.

In context - a full tile table of 128 tiles is only 1K in this mode - And you can have a different tile table for each of the 28 tile ROWS if you like.
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uze6666
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Re: Three new video modes

Post by uze6666 »

CunningFellow wrote:is 16K gone from flash just for the video mode OK ?

I think I have worked out how to make the attributes

RGBIRGBF (with the FLASH bit)

But it has blown out the IJMP table.

In context - a full tile table of 128 tiles is only 1K in this mode - And you can have a different tile table for each of the 28 tile ROWS if you like.
So what are the full specs of this mode?
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Re: Three new video modes

Post by CunningFellow »

It's trying to be a ZX Spectrum.

256x192 pixels
8x8 cells/tiles
Each cell is 1bpp
Each cell has an attribute byte of
RGBIRGBF
That is rgb foreground
Intensity (fg & bg)
Rgb background
Flash (alternates fg and bg at set rate)
128 RAM tiles
126 ROM tiles
Tile ram is locked to an address
Tile rom is alligned to a 512 byte boundary
Can point at a new ROM TILE set each line
The 16+ k flash jump table starts at 0x0000
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