[Coco] My humble Coco3 sprite project update

Hugo Dufort hugo at seshat.ca
Thu Mar 19 23:07:38 EDT 2015


Oops. There is a typo in my message. I wanted to write:
«I would like to THANK the people who have helped me».

Too much work and not enough caffeine tonight.

Hugo

Le 2015-03-19 22:32, Hugo Dufort 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
>
>
>
> ---
> L'absence de virus dans ce courrier électronique a été vérifiée par le 
> logiciel antivirus Avast.
> http://www.avast.com
>


---
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