Re: [stella] Screen shots

Subject: Re: [stella] Screen shots
From: "John Saeger" <john@xxxxxxxxxxx>
Date: Thu, 22 Jan 1998 06:03:49 -0800
-----Original Message-----
From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx>
To: stella@xxxxxxxxxxx <stella@xxxxxxxxxxx>
Date: Wednesday, January 21, 1998 10:46 AM
Subject: Re: [stella] Screen shots


>Good, good.  You buffer the pixels before doubling them?

Yes, but only for modex.

>Do you use
>every other byte in the buffer, or do you just store the (160 per line)
>pixels sequentially, using only 32k of the buffer?

Sequentially.  This way the whole buffer will fit within one segment, even
if we're doing 360 by 240.

>> >Call my file modex.asm .  Also, can I put a procedure
>> >ModeXInit in my file, and just have you call that to init mode-x?

I've added some variables that you can set with ModeXInit to tell the
emulator about the screen dimensions of the current video mode. _VideoWidth,
_VideoHeight, and _VideoPixels.  If you set _VideoWidth to 180 (for 360 by
240) the emulator will put out some extra blank pixels on every line to fill
it out.  Otherwise it will do the normal 160.  _VideoHeight sets the max #
of lines the emulator will generate.  _VideoPixels is the total number of
pixels to convert.  When the emulator runs out of lines to generate, it
fills the rest of the buffer out to _VideoPixels with blank pixels. This
way, all you have to do is convert the buffer (as fast as you can).

>Going into mode-x preserves the current
>palette, so you can set mode 13, set the palette, then (if modeX then call
>modexinit.)

Done.  You can find the files (0.89a) under "Developer Releases" at the
bottom of:

http://www.whimsey.com/z26archive.html

Have a nice weekend!!



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