15 December 2017, 14:52 | #1 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Smooth Scroll and Sprite Channel 7
I am doing some tests here....
Whenever I set my screen (using initcoplist) to use Smooth Scrolling, I can't get sprite channel 7 to show. Is there anyway to do it? From what I understand, when a sprite doesn't show up is because there's no more DMA time left for it. I didn't know smooth scrolling would affect that though. I've read something about shrinking the display width a little bit to use less DMA, but I have no idea of how any of this works. Is there anything that can be done? |
15 December 2017, 16:05 | #2 | |||
Zone Friend
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27 December 2017, 01:31 | #3 |
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I think you can get away with nudging the display a little to the right (though maybe this'll put it in the overscan area? Not totally sure)
Statement ResizeWidth{clist.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 clist,amount,dUfstrt,dUfstop,diwstrt,diwstop End Statement Try something like ResizeWidth{copperlistid,0,2}. |
21 November 2023, 08:32 | #4 |
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Gents
Sorry for digging out old thread but I've encountered the related issue. In my case I only scroll up and down and I want to use DisplayBitmap for this. Scrolling up and down IMO doesn't need setting up scroll for side scroll. When I setup InitCopList with $15 (I have 5 bitplanes) id shrinks the screen on sides. My question is there a trick to scroll up/down without setting up copper list with scrolling param $15? |
21 December 2023, 13:20 | #5 |
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Bump.
My goal is to have scrolled up/down bitmap and 7 or even eight sprites. So let me rephrase the question: Is there a way to scroll a bitmap up and down without using DisplayBitmap or without setting the scroll bit in InitCopList? Maybe changing the pointer of the bitmap? But I don't know where and how to do it. |
22 December 2023, 23:40 | #6 |
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Vertical scrolling only shouldn't affect the visible width of display, and therefore not the number of usable sprites, unless the width is overscan. Even in the case of only vertical scrolling, you must put a scroll value of 0 for both playfields. It may be wrongly initialized by some other code or Copper list, like the Workbench or the previous program you ran.
This is from the HW, I don't know if languages coerce a software scrolling flag into 8-way or no way. From reading the thread it looks like you can control the HW registers, so it should definitely be possible. It's only horizontal scrolling that removes a sprite on OCS/ECS (and potentially more on AGA depending on FMODE). |
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