[Coco] My humble Coco3 sprite project update
Hugo Dufort
hugo at seshat.ca
Thu Mar 19 22:59:26 EDT 2015
Thanks! Once all my routines (including page flipping for smooth
animation) are functional, I'll start working on game controls (keyboard
only). Then I'll design some original sprites!
Hugo
Le 2015-03-19 22:55, Sylvain Rousseau a écrit :
> Look very good.
> Great work Hugo.
> Sylvain
>
>
> Le jeudi 19 mars 2015 22h32, Hugo Dufort <hugo at seshat.ca> a écrit :
>
>
> Hi! I would like to that the people who have helped me getting on track
> with the Coco3 memory map, GIME and ASM. My humble Coco3 project is
> showing some results, which I can post online. For now it will only be
> screenshots, but eventually I'll post some videos as well. Here is what
> I have accomplished so far:
> - understand and use the hi-res graphics modes of the Coco3, set
> palettes, map memory pages, etc.
> - define and decode raster images using Base64 directly in the ASM code
> (this memory block can be reused once the images are extracted and
> packed to another area in memory)
> - create Buffer structures (fast-rendering bitmaps with no transparency)
> - create Sprite structures (fast-rendering bitmaps with transparency)
> - create TileSet structures (very fast-rendering 8x8 tiles)
> - render buffers, sprites and tiles
> - animate sprites using buffers
>
> I have implemented, then abandoned my palette mask trick -- it was
> faster than my current sprite technique, but not by much. I currently
> use an optimization technique that interleaves the bitmap and its mask,
> which allows me to load 2 pixels and their mask in each loop using a
> single pointer. With the whole rendering loop working in A,B,X,Y (and
> sometimes U), no need to push/read the stack.
>
> Right now I am working on page flipping and learning some addressing
> modes of the 6809 that are still a mystery to me!
>
> Here is my first screenshot:
> http://avantrad.ca/upload/hugo/coco3sprites1.png
>
>
> Hugo Dufort
>
>
>
> ---
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