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Old 24 November 2018, 21:32   #27
ross
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Join Date: Mar 2017
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Quote:
Originally Posted by roondar View Post
What you could do is use colour 0 for the border (give it whatever colour you want the border to have). Then you fill the bitmap to display with colour 1 and give that whatever colour you want the background to be. For a tilemap, you'd have to create tiles with colour 1 as background.
Or you can use copper to sync to DIW registers and gain COLOR0 for copper gradient.
A more advanced technique, used in some games masterpiece.

Quote:
Most assemblers default to word sized for the index so you don't have to add the .w. As such, lea (a3,d1.w),a6 and lea (a3,d1),a6 would indeed assemble to be the same. If you change this to lea (a3,d1.l),a6, I expect the generated code to be different.
And always remember that you have to handle the upper indexed bits, before a .w if you insert a .b or before a .l if you insert a .w.
(not done in proposed example)
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