Upgrade to Mode 6

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CunningFellow
Posts: 1445
Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Upgrade to Mode 6

Post by CunningFellow »

As per Uze request, Am starting another discussion about Mode6.

If anyone wants to know anything about my changes ask here I guess.

I will post any more updates I commit to it here.

I suspect with the improvements in speed i have made I could possibly fit in a star-wars / empire-strikes-back vector game. I know I can at least do a crawl text for the opening scene :)
CunningFellow
Posts: 1445
Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: Upgrade to Mode 6

Post by CunningFellow »

These two HEXs represent the limits of what I can draw on the screen in 1/60th of a second.

Trying to draw any more on the screen than that causes flicker.

A straight list of lines/vectors from memory could probably be quicker, but I am rotating/scaling these ones on the fly.

The latest finalised addition to mode 6 is the score/status panel in the top left corner. The 11 chars are drawn during the quiet period after HSync so they do not take up any "User" CPU time. All the user has to do is write an ASCII char to a each location in an 11 byte long array then the chars appear on screen.

Yes I am still tweaking mode6 and have not started on the game yet.
Attachments
TunnelLimit.hex
(44.41 KiB) Downloaded 153 times
RockLimit.hex
(44.53 KiB) Downloaded 164 times
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uze6666
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Re: Upgrade to Mode 6

Post by uze6666 »

Pretty impresive! I was wondering: Does the mode still support the ability to change the foreground color per scanline?
CunningFellow
Posts: 1445
Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: Upgrade to Mode 6

Post by CunningFellow »

Yes - I have left the 32 clock cycle <user> HsyncCallback period alone.

You would probably not be able to impliment it the way you did in the vector demo though, as your method took 224 bytes of ram. There is no longer that much ram left after I have assigned all the

VRAM
Tile_Ram
Object_RAM

You would need to have the colour map in FLASH or do it via a formula.
CunningFellow
Posts: 1445
Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: Upgrade to Mode 6

Post by CunningFellow »

I just put an

OUT DDRC,r10

in the user callback to get this psychadelic effect.

I have actually started working on the game now. As you can see I have 3 different shaped rocks and the ship packed into structures now.
Attachments
Psychadelic.hex
(44.53 KiB) Downloaded 150 times
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