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#1 |
Registered User
Join Date: Apr 2017
Location: Norway
Posts: 4
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AGA Fetch mode 2 on A4000 vs A1200
Hi
I'm using a A4000/030 developing a game in Blitz Basic 2.1, and everything is working fine on that machine. However when testing on two different A1200 there was graphical glitches on the BOBS. Using fetch mode 1 instead of 2 fixed the problem on A1200. So what's going on here? Is it somehow more bandwidth available on the A4000? Code:
#tilesize = 16 #bitmapwidth = 384 Buffer 0, 32768 Buffer 1, 32768 BitMap 0, #bitmapwidth, 256*2 + 5*#tilesize, 4 BitMap 1, #bitmapwidth, 256*2 + 5*#tilesize, 4 BitMap 2, 320, 768, 4 ; playfield 2 background BitMap 3, 320, 16, 5 ; score panel ; Magic Eraok statement to adjust display Statement ResizeWidth{indexnum.l, amount.l, xadjust.l} diwstrt.l = xadjust * 8 diwstop.l = diwstrt + amount * 8 dUfstrt.l = Int(diwstrt/2) dUfstop.l = Int(diwstop/2) DisplayAdjust indexnum,amount,dUfstrt,dUfstop,diwstrt,diwstop End Statement Statement initgamescreen{} flags.l = $8 +$10 +$20 +$10000 +$2000 ; fetch mode 2 flags2.l = $5 +$00 +$10000 SpriteMode 2 InitCopList 0, 44, 236, flags, 8, 64, -4 ResizeWidth{0,-4,2} InitCopList 1, 284, 16, flags2, 8, 32, 0 CreateDisplay 0, 1 DisplayPalette 0, 1 DisplayPalette 1, 5 DisplayControls 0, 0, $1C20, Xor($11, $22) DisplayRainbow 0, 0, 2 End Statement |
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#2 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,409
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no, it's because your screen bitplanes aren't aligned on 4 bytes. FMODE=2 needs alignment on 4, if by luck it happens it works, else you get that crap.
FMODE=3 requires alignment on 8 bytes. |
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#3 | |
Registered User
Join Date: Apr 2017
Location: Norway
Posts: 4
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Quote:
Thanks jotd, setting up these screens sure is tricky. For some reason it consistently works on A4000, so yeah something makes it work by luck. |
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