Video Engine Documentation Part IV

Topics on software tools like TileStudio, comments on documentation and tutorials (or the lack of) should go here.
Post Reply
feedback
Posts: 1
Joined: Mon Jan 05, 2009 9:58 pm

Video Engine Documentation Part IV

Post by feedback »

Hi, is there a draft of the Video Engine documentation?
I would love to see it appear on the site.
User avatar
Jhysaun
Posts: 214
Joined: Tue Nov 04, 2008 12:32 am

Re: Video Engine Documentation Part IV

Post by Jhysaun »

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.
User avatar
uze6666
Site Admin
Posts: 4801
Joined: Tue Aug 12, 2008 9:13 pm
Location: Montreal, Canada
Contact:

Re: Video Engine Documentation Part IV

Post by uze6666 »

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...

Uze
Post Reply