English Amiga Board


Go Back   English Amiga Board > Requests > request.UAE Wishlist

 
 
Thread Tools
Old 11 January 2009, 18:09   #1
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,177
Bitmap mask in the debugger

The ability to easily mask individual bitplanes to all zeroes without changing the DMA, collision bits or the actual bitplanes in memory could be useful for examining games and demos.

The command "bm" is unused in the debugger, and could be implemented to work in the same way the "sm" sprite mask command does.
Leffmann is offline  
Old 19 January 2009, 15:43   #2
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 43
Posts: 21,916
Maybe but I always need answer to simple question: "Why?"
Toni Wilen is offline  
Old 19 January 2009, 17:22   #3
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,177
It would make a good complement to the SM command, and it would be easier to examine complex graphic effects such as the layered parallax in Shadow of the Beast for example. In fact I think the command must also be able to blank out individual playfields when you are in dual mode.

Another example is the scoreboard in Swiv which Yaqube asked about some weeks ago. I had never heard of the playfield priority bug on OCS and my first thought was that the scoreboard bitplane was used to mask away the bits in the underlying bitplanes to achieve color 16.

You will have to inspect the copper list, save the individual bitplanes to disk and write code to display them, and with a copper list that changes the bitplane pointers frequently this will be a real horror. With a BM complement all this would take a second.
Leffmann is offline  
Old 20 January 2009, 13:57   #4
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 43
Posts: 21,916
Good enough reason, consider it done
Toni Wilen is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Death Mask problem frikilokooo support.Games 8 15 January 2008 21:37
sounds from Death Mask s2325 request.Other 5 24 October 2007 19:01
_LVOOpenScreen() Bitmap redblade Coders. General 2 02 October 2006 23:25
the bitmap bros are from the uk petza Nostalgia & memories 53 12 May 2006 16:08
How to put the mask bitplane behind the other bitplanes?? method project.Sprites 6 15 February 2006 02:53

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:25.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.06044 seconds with 13 queries