Video Engine Documentation Part IV

Topics on software tools like TileStudio, comments on documentation and tutorials (or the lack of) should go here.

Video Engine Documentation Part IV

Postby feedback » Mon Jan 05, 2009 10:58 pm

Hi, is there a draft of the Video Engine documentation?
I would love to see it appear on the site.
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Re: Video Engine Documentation Part IV

Postby Jhysaun » Mon Jan 05, 2009 11:11 pm

To my knowledge there is not much documentation, but I recommend just looking at programs like the sprite demo or megatris, or going into the Videocore.c and . s and looking at the functions. If you have any questions just post them and Ill try to answer them.( and when I fail someone else will come and answer them :D )
Lerc wrote:I intend to use my powerful skills of procrastination to ensure that when I get to making things, the chips will be available.
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Re: Video Engine Documentation Part IV

Postby uze6666 » Mon Jan 05, 2009 11:51 pm

There's so much variation between all video modes, I won't be able to cover them all. Specially the actual mode2 tiles+sprites is *very* complex. Plus, the new 'mode3' (new sprites engine) is a moving target and not finished coding. Plus the sync code sucks. Plus...

Well, you get the idea. ;)

I'm not really ready to document the video engine(s). But as Jhysaun said, try starting by deciphering uzeboxVideoEngineCore.s. The "entry point", when the kernel kicks in, is the TIMER1_COMPA_vect function. If you have questions, feel free to ask...

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