07 July 2018, 23:36 | #1 |
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New tutorial on sprites
Hi
For those who need some basic code to start with sprites in assembly language, I just published this article : http://www.stashofcode.fr/afficher-s...s-sur-amiga-1/ Written in french, but if you don't read french and are looking for code, just download the archive that contains those basic samples : spriteCPU.s for displaying a 4 colors sprite using the CPU only (ie: no DMA) sprites.s for displaying a 4 colors sprite and moving it around sprites16.s for displaying a 16 colors sprite and moving it around spritesField.s for "repeating" a sprite (ie : display it at different horizontal positions at different vertical positions) spritesCollision.s for detecting collision between two sprites, and between a sprite and one bitplane spritesPlane.s for displaying a "bitplane" made of sprites (ie : display the same sprites several time at the same vertical position so that they cover the screen) spritesAGA.s for displaying four 16 colors sprites that are 64 pixels wide on AGA systems (contains infos about how to enable sprite scan doubling and other AGA sprites features) Have fun! |
08 July 2018, 00:14 | #2 |
Defendit numerus
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Very interesting and complete tutorial (like usual )
Commendable that both horizontal and vertical multiplexes have been dealt. |
08 July 2018, 09:28 | #3 |
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@ross: Thanks
A little bug corrected this morning in triplePlayfield.s : for an unknown reason, PF2P2 and PF1P2 must not be set in BPLCON0 for the triple playfield to work on A500 (would work wether those bits are set or not on A1200...). |
08 July 2018, 10:13 | #4 | |
Defendit numerus
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Quote:
There are some combinations that produce strange effects on OCS, see "Undocumented Amiga hardware stuff" thread. Last edited by ross; 08 July 2018 at 10:29. Reason: plurals... |
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08 July 2018, 11:07 | #5 |
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Seems to translate nicely with google translate. Great tutorial
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08 July 2018, 11:30 | #6 |
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08 July 2018, 11:41 | #7 | |
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Quote:
I checked and this is what Tony Willen reported in the thread. I quote and underline. Thanks for noticing it : Dual playfield: Any number of planes. No 5+ requirement here. If playfield's matching BPLCON2 PFx value is >=5 and if playfield is not transparent, it is always drawn using COLOR0. PF2PRI still work normally, only color selection becomes strange. (Used in Running man / Scoopex intro's logo). If both PF1 and PF2 is >=5: both playfields disappear, only background color (and sprites) are visible. |
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10 July 2018, 12:11 | #8 |
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Nice work, clear examples and I like the screenshots
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04 September 2023, 21:00 | #9 |
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Hi
the assemblercourse or assembler series 'stash of code' is now translated into german (sorry not english) and can be found on aminet: http://aminet.net/package/dev/asm/asm-kurs_stashofcode I started 2018, but the most is done in the last year. It's a lot. the old threads: New tutorial on BOBs ; https://eab.abime.net/printthread.php?t=93360 New tutorial on sprites ; https://eab.abime.net/showthread.php?t=93298 Tutorial about zooming with BPLCON1 (102) : Looking for examples ; https://eab.abime.net/showthread.php?t=94080 Code / data / tools of Scoopex "TWO" (rotozoom cracktro for Starquake) ; https://eab.abime.net/showthread.php?t=95163 Sinusscroll ; https://eab.abime.net/showthread.php?t=28937&page=5 NB: Cet articles se lit mieux en écoutant l'excellent module Decoded Feedback - Dark Passenger, mais c'est affaire de goût personnel... Thanks to Yragael! |
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