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
Upgrade to Mode 6
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Upgrade to Mode 6
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.
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
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- TunnelLimit.hex
- (44.41 KiB) Downloaded 153 times
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- RockLimit.hex
- (44.53 KiB) Downloaded 164 times
Re: Upgrade to Mode 6
Pretty impresive! I was wondering: Does the mode still support the ability to change the foreground color per scanline?
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Upgrade to Mode 6
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.
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.
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Upgrade to Mode 6
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.
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
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- Psychadelic.hex
- (44.53 KiB) Downloaded 150 times