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Old 11 January 2009, 18:09   #1
Leffmann
 
Join Date: Jul 2008
Location: Sweden
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Bitmap mask in the debugger

The ability to easily mask individual bitplanes to all zeroes without changing the DMA, collision bits or the actual bitplanes in memory could be useful for examining games and demos.

The command "bm" is unused in the debugger, and could be implemented to work in the same way the "sm" sprite mask command does.
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Old 19 January 2009, 15:43   #2
Toni Wilen
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Maybe but I always need answer to simple question: "Why?"
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Old 19 January 2009, 17:22   #3
Leffmann
 
Join Date: Jul 2008
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It would make a good complement to the SM command, and it would be easier to examine complex graphic effects such as the layered parallax in Shadow of the Beast for example. In fact I think the command must also be able to blank out individual playfields when you are in dual mode.

Another example is the scoreboard in Swiv which Yaqube asked about some weeks ago. I had never heard of the playfield priority bug on OCS and my first thought was that the scoreboard bitplane was used to mask away the bits in the underlying bitplanes to achieve color 16.

You will have to inspect the copper list, save the individual bitplanes to disk and write code to display them, and with a copper list that changes the bitplane pointers frequently this will be a real horror. With a BM complement all this would take a second.
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Old 20 January 2009, 13:57   #4
Toni Wilen
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Good enough reason, consider it done
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