English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Asm / Hardware

 
 
Thread Tools
Old 27 December 2013, 18:20   #1
Lekman
Registered User
 
Join Date: Dec 2013
Location: Fredrikstad/Norway
Age: 46
Posts: 17
How to code shadebobs with source.

I was very proud back in 95 when i figured out how to use the blitter to add. I have google translated my comment so excuse my bad english:o

The routine is based on the Binar system is such that if you add one then you can do it like this: Change the first bit (eor 1). If it is 1 then stop, if it is zero then continue. This continues until there are no more bits (bitplanes) or a bit is 1. First I EOR first bitplane with the mask (BOB). Then I create a new mask where I mask off the bits that were 1. Do the same with all the Bitplanes. This routine is optimized so I do not create a new mask for each plane. I instead uses a combination of mask and NOT the plane I do not has made ​​mask off. I save two blitt, but since I use C channel i save the time of one blitt.


Here it goes:)


Code:
MakeShade:	move.w	XPos(pc),d0
		moveq	#$f,d7		; Mask for shift
		and.b	d0,d7		; d7=Shift value
		lsr.w	#3,d0		; /8
		and.b	#$fe,d0		; Word Pos
		
		move.w	YPos(pc),d1
		lea	YMulTable(pc),a0
		add.w	d1,d1
		move.w	(a0,d1.w),d1	; d1=YPos*ScreenWide
		add.w	d0,d1		; d1=BlitPos

		lea	Screen,a0
		add.w	d1,a0		; BlitPos
		lea	BobData(pc),a1
		lea	MaskBuffer(pc),a2
		
		ror.w	#4,d7		; Shift it to right pos

		moveq	#0,d0		; Used to clean registrers
		moveq	#ScreenWide-BobWide,d1	; BLTXMOD
		move.w	#(BobTall<<6)+(BobWide/2),d2 ; BLTSIZE
					;                     _   _
		move.w	#$0d3c,d3	; Use: ABD, Miniterm: AB+AB
					;                      _ _  _
		move.w	#$0fb4,d4	; Use: ABCD, Miniterm: ABC+AB+AC
					;                      _ _
		move.w	#$0f04,d5	; Use: ABCD, Miniterm: ABC

; EOR plane1 with BobData
		
		tst.b	(a6)		; Agnus Bug
.wait		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait

		move.l	a0,BLTAPTH(a6)	; Plane1
		move.l	a1,BLTBPTH(a6)	; BobData
		move.l	a0,BLTDPTH(a6)	; Plane1 (Destination)
		move.w	d3,BLTCON0(a6)	; EOR
		move.w	d7,BLTCON1(a6)
		move.l	#-1,BLTAFWM(a6)	; No mask (hit both masks at once)
		move.w	d0,BLTBMOD(a6)
		move.w	d1,BLTAMOD(a6)	; Clear BMOD, AMOD=ScreenWide-BobWide
		move.w	d1,BLTDMOD(a6)
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)
				
; EOR plane 2 with NOT(PLANE1) and use BobData as mask

		lea	(a0),a3			; Plane1
		lea	ScreenSize(a0),a0	; Plane 2

		tst.b	(a6)		; Agnus Bug
.wait2		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait2

		move.l	a0,BLTAPTH(a6)	; Plane2
		move.l	a1,BLTBPTH(a6)	; BobData
		move.l	a3,BLTCPTH(a6)	; Plane1
		move.l	a0,BLTDPTH(a6)	; Plane2 (Destination)
		move.w	d4,BLTCON0(a6)
		move.w	d1,BLTCMOD(a6)	; ScreenWide-BobWide
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)

; AND (NOT(Plane1)NOT(PLANE2)) with BobData so that all the pixels that 
;were 1 in plane 1 or 2 are excluded for the next plan. .

		tst.b	(a6)		; Agnus Bug
.wait3		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait3

		move.l	a3,BLTAPTH(a6)	; Plane1
		move.l	a1,BLTBPTH(a6)	; BobData
		move.l	a0,BLTCPTH(a6)	; Plane2
		move.l	a2,BLTDPTH(a6)	; MaskBuff (Destination)
		move.w	d5,BLTCON0(a6)
		move.w	d0,BLTDMOD(a6)	; Clear
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)

; Here I EOR plane 3 with MaskBuff

		lea	ScreenSize(a0),a0	; Plane 3

		tst.b	(a6)		; Agnus Bug
.wait4		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait4

		move.l	a0,BLTAPTH(a6)	; Screen
		move.l	a2,BLTBPTH(a6)	; MaskBuff
		move.l	a0,BLTDPTH(a6)	; Screen (Destination)
		move.w	d3,BLTCON0(a6)	; EOR
		move.w	d0,BLTCON1(a6)	; Clear
		move.w	d1,BLTDMOD(a6)	; ScreenWide-BobWide
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)

;Here I EOR plane 4 with NOT (PLANE3) AND with MaskBuff. I copy back plane 
;4 where MaskBuff is 0 and where the plane 3 is 1

		lea	(a0),a3			; Plane 3
		lea	ScreenSize(a0),a0	; Plane 4

		tst.b	(a6)		; Agnus Bug
.wait5		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait5

		move.l	a0,BLTAPTH(a6)	; Plane4
		move.l	a2,BLTBPTH(a6)	; MaskBuff
		move.l	a3,BLTCPTH(a6)	; Plane3
		move.l	a0,BLTDPTH(a6)	; Plane4 (Destination)
		move.w	d4,BLTCON0(a6)
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)

; Here I AND NOT (Plane3) NOT (PLANE4) with MaskBuff so that all the pixels 
;that were 1 in plane 4 or 3 are excluded  for the next plan.

		tst.b	(a6)		; Agnus Bug
.wait6		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait6

		move.l	a3,BLTAPTH(a6)	; Plane 3
		move.l	a2,BLTBPTH(a6)	; BobData
		move.l	a0,BLTCPTH(a6)	; Plane 4
		move.l	a2,BLTDPTH(a6)	; MaskBuff (Destination)
		move.w	d5,BLTCON0(a6)
		move.w	d0,BLTDMOD(a6)	; Clear
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)
		
; Her I EOR plane 5 with MaskBuff

		lea	ScreenSize(a0),a0	; Plane 5

		tst.b	(a6)		; Agnus Bug
.wait7		btst.b	#14-8,DMACONR(a6)
		bne.s	.wait7

		move.l	a0,BLTAPTH(a6)	; Plane5
		move.l	a2,BLTBPTH(a6)	; MaskBuff
		move.l	a0,BLTDPTH(a6)	; Plane5 (Destination)
		move.w	d3,BLTCON0(a6)	; EOR
		move.w	d0,BLTCON1(a6)	; Clear
		move.w	d1,BLTDMOD(a6)	; ScreenWide-BobWide
		move.w	d2,BLTSIZE(a6)	; (BobTall<<6)+(BobWide/2)
		rts

****************************************************************************
** Set Up Mouse:
****************************************************************************

SetUpMouse:	move.w	JOY0DAT(a6),d0	; Set the Mouse Position
		move.b	d0,OldX		;
		lsr.w	#8,d0		;
		move.b	d0,OldY		;
		lea	XPos(pc),a0
		move.w	#152,(a0)+
		move.w	#120,(a0)
		rts

*******************************************************************************
**Make Y MulTable: Computes all multiplications by Screen Wide * Y, where
**Y ranges from 0 - (Screen High-1). Forexample if Screen High is 256, then
**the routine calculates the multiplication with ScreenWiht from 0-255 (256 lines)
*******************************************************************************

MakeYMulTable:	lea	YMulTable(pc),a0
		move.w	#ScreenTall-1,d0
		moveq	#0,d1
		moveq	#ScreenWide,d2		
.loop		move.w	d1,(a0)+
		add.w	d2,d1
		dbf	d0,.loop
		rts
Attached Files
File Type: zip ShadeBob.zip (6.1 KB, 182 views)

Last edited by Lekman; 29 December 2013 at 20:47. Reason: Some translating, wrong in original comment
Lekman is offline  
Old 29 December 2013, 13:39   #2
Lekman
Registered User
 
Join Date: Dec 2013
Location: Fredrikstad/Norway
Age: 46
Posts: 17
There may be a faster method discussed here: http://ada.untergrund.net/forum/inde...um=4&topic=270

And ofcourse you can use copperblits to free the cpu.
Lekman is offline  
Old 29 December 2013, 20:38   #3
copse
Registered User
 
Join Date: Jul 2009
Location: Lala Land
Posts: 520
Thanks for sharing the code. There's one comment at the end which you may as well translate, just so it's all in English :-)
copse is offline  
Old 29 December 2013, 20:44   #4
Lekman
Registered User
 
Join Date: Dec 2013
Location: Fredrikstad/Norway
Age: 46
Posts: 17
I will do

The framework is old, so it may crash on some systems. It was developed on my Amiga 600.
Lekman is offline  
Old 29 December 2013, 21:25   #5
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
Quote:
Originally Posted by Lekman View Post
There may be a faster method discussed here: http://ada.untergrund.net/forum/inde...um=4&topic=270

Yep, using a simplified LFSR (linear feedback shift register) should be a great way to optimize this graphics effect! An LFSR is basically a sequence of digits which we repeatedly shift one step and use some function of the digits to determine the value of the new input, resulting in a deterministic series of numbers.

The idea behind this effect is to use a pattern to draw on the screen, but instead of drawing in a single color, we cycle the underlying pixels through a gradient. The solution on Amiga is to use a palette with gradients, and increase the value of the pixels we draw on by 1. The best looking example of this on Amiga is probably in Hardwired ( [ Show youtube player ]). I think the original inspiration may have been the "Shade" drawing mode in Deluxe Paint, which does exactly this.

The traditional method on Amiga has been to do binary addition using the Blitter or the CPU. Since we don't care about adding together any arbitrary numbers, we can optimize for this special case of always adding 1, and this is exactly what Lekman's code does.

This can in a way be thought of as a Galois LFSR, but we can make a simpler LFSR which is much faster:

The realization is that we don't care about the pixel values specifically increasing from 1, 2, 3 to 4 and so on. What we really need is just for the pixels to enumerate over all values, in any order. The order doesn't matter because we can always arrange the palette accordingly so the colors look nice and flush on the screen.

One fast configuration of a 4-bit LFSR like this is f.ex, where A through D represent bits 0 through 3:
A' = A^D
B' = A
C' = B
D' = C

which says that you set the input to bit 0 XOR bit 3, and shift, or in the context of Amiga bitplanes, copy bitplane 3 to bitplane 4, 2 to 3, 1 to 2, and set bitplane 1 to bitplane 1 XOR bitplane 4.

to reverse this cycle try f.ex:
A' = B
B' = C
C' = D
D' = A^B

or for a period of 2^5-1 (i.e. 5 bitplanes):
A' = B^E
B' = A
C' = B
D' = C
E' = D

for 2^6-1:
A' = E^F
B' = A
C' = B
D' = C
E' = D
F' = E

One flaw of this is that the value 0 is never enumerated, but this is negligible.

Last edited by Leffmann; 29 December 2013 at 21:32.
Leffmann is offline  
Old 29 December 2013, 21:55   #6
Lekman
Registered User
 
Join Date: Dec 2013
Location: Fredrikstad/Norway
Age: 46
Posts: 17
Quote:
which says that you set the input to bit 0 XOR bit 3, and shift, or in the context of Amiga bitplanes, copy bitplane 3 to bitplane 4, 2 to 3, 1 to 2, and set bitplane 1 to bitplane 1 XOR bitplane 4.
Just to be sure: Copy the bitplane 4 to a buffer first and finally xor bitplane 1 with buffer?
Lekman is offline  
Old 30 December 2013, 17:37   #7
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
Yes that should work. Just look at the equations and you can figure out the best order of operations.

I have it running in 32 colors now, but implemented like this using the Blitter it's not that much faster actually. It's probably much more efficient if you do it with the CPU, or in a situation where you do square blits without the shape mask. On the upside, you can do it all in just 2 blits, regardless of number of bitplanes.
Leffmann is offline  
Old 30 December 2013, 20:24   #8
Lekman
Registered User
 
Join Date: Dec 2013
Location: Fredrikstad/Norway
Age: 46
Posts: 17
With simple mask you can use interleaved bitplanes (2 blits), but with realtime calculated vector shades you need 6 blits. I will write that routine soon. Using cpu to draw lines and fill/clear the vector. I remember my old 5bpls vectorshade routine was to slow, and you can't doublebuffer a shadebob routine. I've forgotten a lot since 1997, but I remember more and more. Took down the Amiga from the attic a month ago, my hdd with the latest sources was broken ofcourse. But i had some backup on floppies.
Lekman is offline  
Old 11 March 2018, 21:57   #9
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,209
Apologies for resurrecting this old thread

Is it possible to clamp a simple 4 bit LFSR to the final output value somehow ?
DanScott 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
My old source code gemanix Coders. General 36 09 July 2017 13:33
DoomAttack source code MickJT support.Games 10 15 October 2013 13:03
BBS Source Code Methanoid request.Apps 1 21 May 2012 18:41
Source Code camelord support.Games 2 06 August 2010 17:45
Source Code Thalion project.WinUAE - Kaillera 3 28 April 2006 09:55

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 15:48.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.07905 seconds with 14 queries