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MaPa

Member Since 25 Aug 2003
OFFLINE Last Active Yesterday, 1:56 PM

Posts I've Made

In Topic: Atari800Win PLus 4.1 beta 2

Yesterday, 1:31 PM

I have some problems in monitor. When I set breakpoint address via b pc=$xxxx then I can't execute instructions with G command.

Btw. funny thing, when I have open this thread in browser, I can't start the emulator, it just switches to the browser :)

In Topic: WIP - Horizontal Scroller

Yesterday, 11:08 AM

ehm... 62k machine? :)

In Topic: Soft sprites moving in a clean Area

Wed Dec 14, 2011 7:51 AM

View PostJosé Pereira, on Wed Dec 14, 2011 7:42 AM, said:

View PostMaPa, on Wed Dec 14, 2011 7:24 AM, said:

If the background is clean, you will do just LDA sprite_data, STA screen (when sprites does not overlap). There is no difference if the background is 00 or 01 or 10 or 11. You will just fill all pixels around the sprite with this "color" when preparing sprite data.
But that was I tried to explain yesterday: http://www.atariage....ttacking-waves/

And if sometimes the Attacking waves also have Enemys overlaping others?
When some objects overlap, then you need full LDA,AND,ORA,STA or shorter LDA,EOR,STA but then the overlapping parts will have strange changing colours.

In Topic: Soft sprites moving in a clean Area

Wed Dec 14, 2011 7:24 AM

If the background is clean, you will do just LDA sprite_data, STA screen (when sprites does not overlap). There is no difference if the background is 00 or 01 or 10 or 11. You will just fill all pixels around the sprite with this "color" when preparing sprite data.

In Topic: Soft sprites moving in a clean Area

Sun Dec 11, 2011 1:25 PM

View PostRybags, on Sun Dec 11, 2011 6:13 AM, said:

If you want PF1 as "clean" then it becomes the same as drawing over a detailed background, so the optimisations wouldn't be available.
Why not? IMHO it doesn't matter if the "clean" bits are 00 or 01 or 10 or 11 you just need to have soft sprite data prepared for it.

Quote

A way around it would be to have a second set of softsprite images with the PF1 stuff added around them, but then that costs more memory, and the rendering would have to check each character to know whether to do the "clean" or "masked" method.
Why it would cost more memory? Doest matter if you have soft sprite data 0000xxxx or 0101xxxx or did I miss something?