SymbOS MSX multitasking operating system - help needed!

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Van Prodatron

Paragon (1788)

afbeelding van Prodatron

09-05-2006, 21:58

Ok, it works! Smile
The problem was, that I set register 2 to #00 instead of #1f. I thought the bit 0-4 are not used in screen 6, but if I didn't set them to 1, the VDP repeated the screen data every 40*24 bytes.
Thanx a lot for your help! Now I can start with some tests (but not today...).
Have a nice evening!

Van Prodatron

Paragon (1788)

afbeelding van Prodatron

09-05-2006, 22:49

Hm, I couldn't stop. Logical Copy made it to about 2500 4x8 blocks (this is the average size of a char in SymbOS) in one second (I hope I didn't make a mistake). This is about 1,7 times faster than on the CPC! Smile I hope the final routine won't be much slower, but as the Z80 and the VDP can work parallel I don't see a big problem here.

Van Edwin

Paragon (1182)

afbeelding van Edwin

09-05-2006, 23:30

Hehe. When you're on a roll, it's hard to stop. Smile

That's about 40k/s. Sounds about right. The parallel processing should be helpful indeed. Even with those small copies you can set up the next character while the vdp copies one.

Van flyguille

Prophet (3029)

afbeelding van flyguille

10-05-2006, 01:22

Well, you are looking proportional chr painting routine surely thinking in that is a way to set a sort of FONT SIZE, and to allow to the GUI to use several sizes of fonts.

Is a lot of problems with that, but most of all is the speed!

and the ALIASSING problems that comes from working with low resolution screen modes. Looking ugly in anything that isn't just scale 1x1.

Because that is better to set several fonts with several sizes on HD and loading it on demand. That is just a adm. system to do... and not doing nasty scale conversions.

Van flyguille

Prophet (3029)

afbeelding van flyguille

10-05-2006, 01:26

And for anything like truetype is ALLWAYS good to work on RAM... because the same routine works in every hardware.... just cpu-ram interaction

what i means... to work in ram in a pattern buffer allwos you to draw a real true type format. Including to apply a sort of anti-aliassing is easy in that way. (note: the anti-aliassing slows the thing 6 times) using an algorith like unfocusing-selectively

Van PingPong

Prophet (3448)

afbeelding van PingPong

10-05-2006, 11:18

Prodatron, check your mail...

Van Prodatron

Paragon (1788)

afbeelding van Prodatron

11-05-2006, 18:58

Another question: When I read the information about the sprite attributes, it seems, that the X-pos of a sprite can't be >255, as it is stored in only one byte. Does it mean, that in screen 6 (512x212) sprites can only be placed in the left half of the screen?

Van jltursan

Prophet (2179)

afbeelding van jltursan

11-05-2006, 19:06

If I'm not wrong in this modes the horizontal sprite resolution is two pixels.

Van Manuel

Ascended (15750)

afbeelding van Manuel

11-05-2006, 19:38

Indeed, in 512-wide modes, sprites can only be on even X-coordinates.

Van flyguille

Prophet (3029)

afbeelding van flyguille

11-05-2006, 20:50

yes, the sprite's screen is always 256width.

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