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#1 |
Registered User
![]() Join Date: Jun 2017
Location: Paris
Posts: 51
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New tutorial on sprites
Hi
For those who need some basic code to start with sprites in assembly language, I just published this article : http://www.stashofcode.fr/afficher-s...s-sur-amiga-1/ Written in french, but if you don't read french and are looking for code, just download the archive that contains those basic samples : spriteCPU.s for displaying a 4 colors sprite using the CPU only (ie: no DMA) sprites.s for displaying a 4 colors sprite and moving it around sprites16.s for displaying a 16 colors sprite and moving it around spritesField.s for "repeating" a sprite (ie : display it at different horizontal positions at different vertical positions) spritesCollision.s for detecting collision between two sprites, and between a sprite and one bitplane spritesPlane.s for displaying a "bitplane" made of sprites (ie : display the same sprites several time at the same vertical position so that they cover the screen) spritesAGA.s for displaying four 16 colors sprites that are 64 pixels wide on AGA systems (contains infos about how to enable sprite scan doubling and other AGA sprites features) Have fun! |
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#2 |
Defendit numerus
![]() Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 50
Posts: 3,124
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Very interesting and complete tutorial (like usual
![]() Commendable that both horizontal and vertical multiplexes have been dealt. ![]() |
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#3 |
Registered User
![]() Join Date: Jun 2017
Location: Paris
Posts: 51
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@ross: Thanks
![]() A little bug corrected this morning in triplePlayfield.s : for an unknown reason, PF2P2 and PF1P2 must not be set in BPLCON0 for the triple playfield to work on A500 (would work wether those bits are set or not on A1200...). |
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#4 | |
Defendit numerus
![]() Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 50
Posts: 3,124
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Quote:
There are some combinations that produce strange effects on OCS, see "Undocumented Amiga hardware stuff" thread. Last edited by ross; 08 July 2018 at 11:29. Reason: plurals... |
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#5 |
Zone Friend
![]() Join Date: Mar 2004
Location: Middle Earth
Age: 36
Posts: 1,665
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Seems to translate nicely with google translate. Great tutorial
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#6 |
Registered User
![]() Join Date: Jun 2017
Location: Paris
Posts: 51
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#7 | |
Registered User
![]() Join Date: Jun 2017
Location: Paris
Posts: 51
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Quote:
I checked and this is what Tony Willen reported in the thread. I quote and underline. Thanks for noticing it : Dual playfield: Any number of planes. No 5+ requirement here. If playfield's matching BPLCON2 PFx value is >=5 and if playfield is not transparent, it is always drawn using COLOR0. PF2PRI still work normally, only color selection becomes strange. (Used in Running man / Scoopex intro's logo). If both PF1 and PF2 is >=5: both playfields disappear, only background color (and sprites) are visible. |
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#8 |
Registered User
![]() Join Date: Jul 2015
Location: The Netherlands
Posts: 2,648
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Nice work, clear examples and I like the screenshots
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