Subject: Re: [stella] 12 chars/line!? From: jimn8@xxxxxxxxxx (Jim Nitchals) Date: Fri, 26 Sep 1997 15:54:07 -0700 (PDT) |
> > In that case, it's as simple as LDA character1 / ORA character2 / STA > destination, adjust indexes and loop. Forget adjusting the indexes and looping, and it becomes almost all ldy char ldx char+1 lda font1,y ora font2,x sta bitmap lda font+1,y ora font2+1,y sta bitmap+6 lda font+2,y... etc. The code, fully unwound, is only 264 bytes long. Fonts are up to 512 bytes depending on what's needed. The fonts should be page-aligned so extra cycles aren't used reading the font data. > We've been over this before here... look in the archives for a "48 pixel > highres routine explained" message sometime around April, or if you can't > find it, let me know and I'll email it, or maybe repost it to the list. > You need to have six 16-bit pointers to each player image in RAM... after > that, it's a standard routine with one cycle per line to spare. It > involves the player vertical delay registers. I wouldn't mind seeing the code, but if the STELLA 0.7 emulator is right, I've got a solution that doesn't need vertical delays. Looks great on the text. Not sure if it'd artifact if all 4 bits of the characters were used instead of 3. Please post or email what you've got :) My code fragment to display one row of graphics is: DisplayRow: sta WSYNC lda BitmapArray,x sta grp0 lda BitmapArray+1,x sta grp1 lda BitmapArray+4,x sta temp lda BitmapArray+5,x sta PatchArea+7 lda BitmapArray+2,x ldy BitmapArray+3,x ldx temp jmp PatchArea ; copy this routine into RAM at PatchArea: PatchToCopy: sta grp0 sty grp1 stx grp0 lda #0 ; gets modified by sta PatchArea+7 sta grp1 rts The players are positioned at pixel locations 66 and 74. There's enough CPU time to render 7 lines of text. -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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