marc.hull, on Wed May 18, 2011 12:44 PM, said:
Is your sound layer going to allow a program to interrupt a song, play another sequence and then continue to original song to prevent the annoying Burger Time music situation ?
That's currently not possible. It's actually a good idea and it wouldn't take much effort.
I just have to copy a few pointers in scratchpad RAM and then when the new tune is done, restore the pointers and the sound player will resume the previous melody.
The tricky part is, that if I implement it, it may not use any scratchpad RAM if not in use.
Perhaps I should start thinking about reserving a small VRAM area for storing variables using in slow operations.
However, I'm trying to do my very best to keep the whole thing as easy as possible, so have to consider.
Not that there are much assembler programmers out there, but you never know someone might actually try the library
marc.hull, on Wed May 18, 2011 12:44 PM, said:
I too have been goofing around with Magellan lately and trying to come up with some simple compression. I came up with a scheme that is pretty simple and pretty effective. For every repeating byte of three or more I replace the string of like bytes with.....
0---> signals a repeating pattern.
#---> how many bytes to write.
C---> character to write.
Not very sophisticated and definitely not mind blowing but pretty effective.
I would suspect most screens are composed of repeating patterns. My new projects has about 28 screens of 768 bytes. the smallest compressed one is 44 bytes while the largest is 444. Works for my needs but with some bit twiddeling you could probably go smaller.
Well it doesn't have to be sophisticated and mind blowing to be effective
I thought about a similar approach for the Tutankham levels, but the combination of tiles used did not make it look very promising.
That's why I came up with the "PUTBOX" approach.
So the type of compression basically depends on how the screen looks like.
In tutankham they for example have a lot of repeating tiles as seen in the screenshot below:
tutankham level 1 pattern lookup.PNG 115.06K
13 downloads
The idea for doing the compression utility was after I implemented the PUTBOX subroutine.
It just seems to fit so well that I will have to give it a spin.
The difficult part here is on the PC side: letting a program identify repeating vertical/horizontal blocks.
I haven't done much with algorithms yet, so that might be interesting.
Is it gonna work, I dunno. We'll see.
EDIT: The PC utility mentioned here will probably not be used for Tutankham. If all works well we will have completely new
upgraded graphics for Tutankham. I'm in touch with a very talented 9918 pixel artist who is willing to do some
TI-99/4A work