12 November 2008, 08:42 | #21 |
68k
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I checked my docs and found information ( unknown author ) about that trick.
How can you cheat to have more than the two hardware playfields? Well, there are more than one way to do this : One way is to use the blitter to put two of the 'fields' on top of eachother, ie. two of them use the same playfield. This means they must use the same colours aswell. Another technic that is used in many games, is to use the sprites as one of the playfields. LEANDER, RISKY WOODS and many more use this technic. The whole secret about this is to use the copper to change the x-position of the sprites, so that one sprite can be displayed more than once on each horizontal scan-line. In this way it's possible to have two 'playfields' with 16 colours in each. The problem is that you don't have the time to change the sprites bitmap-data aswell, so in the playfield with sprites you must repeat the graphics every 128 pixels in the x-direction. And if you use more than 4 biplanes, you steal some cycles from the copper, and then you don't have the time to replace all the sprites. Here's a copper example of how to replace the sprites : Code:
dc.w $2C37,$FFFE ; Wait for y = $2c , x = $37 dc.w $0140,$0040,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0048,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0050,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0058,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0060,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0068,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0070,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0078,$014C,$xxxx ; New xpos and data for sprite1 for each scan-line. With the above copperlist, you can have a one-bitplane scroller across the screen without using any bitplanes, and you still have 6 sprites free! Regards |
16 November 2008, 16:45 | #22 |
68k
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I checked that trick for HAM6 mode and don't work, mean there is no sprites on screen. For 4 bitplane screen works fine. So its mean that my idea to cover screen by sprite(s) don't work on HAM6
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16 November 2008, 16:52 | #23 |
WinUAE developer
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Probably nothing to do with HAM6 but 6 bitplanes taking too much DMA time (not enough time for copper to update registers, 1/2 time compared to 4 planes)
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16 November 2008, 17:01 | #24 |
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24 November 2008, 18:20 | #25 |
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You can do a HAM fade -- I've seen it done before somewhere, but I can't for the life of me remember where it was, and I have no idea how it worked anyway so it's a bit of a useless observation, other than to provide inspiration to try and figure it out. (Discard the LSB, shift the planes along one, and recalc the base palette maybe?)
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24 November 2008, 18:23 | #26 |
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You can do a HAM fade -- I've seen it done before somewhere, but I can't for the life of me remember where it was, and I have no idea how it worked anyway so it's a bit of a useless observation, other than to provide inspiration to try and figure it out. (Discard the LSB, shift the planes along one, and recalc the base palette maybe?)
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24 November 2008, 18:40 | #27 |
Total Chaos forever!
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In AmosPro using the AMCAF extension there is a HAM Fade instruction. That proves that it's possible. The catch is finding out how Chris Hodges did it.
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24 November 2008, 19:38 | #28 |
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Unfortuantely AMCAF can only fade HAM to black not the other way around.
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