26 September 2021, 18:50 | #1 |
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(help?) Tiles not lining up
Hi
So I'm having an issue getting a 4x4 set of 16x16 tiles to display via bitplane pointers (the copper).... I'm creating a "raw", 4-bitplane image in memory... and I zero everything out. For each bitplane, I'm putting 2 bytes (1 word) of #$FFFF (all bits on) into the image structure for ALL 4 bitplanes. Apparently each of the bitplanes is offset by 40 bytes ($28) in the source, or it's supposed to be. I'm expecting to see just black boxes; but there's a white edge on one side and a gray edge on the other side of each block. Is this because of the background bitplane interacting with the "black" tiles? ETA: The palette indexes are: bad white edge: 5 bad gray edge: A "black": F brown background: 0 Thanks for any insight. Chad. |
26 September 2021, 18:57 | #2 |
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I tried setting the BG color in the copper to the same "black" (0x111) color, but the bars are still there.
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26 September 2021, 19:29 | #3 |
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blitter data needs to be 16 pixel wider because of possible shifting
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26 September 2021, 20:38 | #4 | |
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Quote:
It seems like bitplanes 0 and 2 align fine and 1 and 3 align fine. When combining those, they seem to work fine. But they don't line up vertically. I'm guessing this has something to do with allowing dual playfields? In my code I'm just going with the one playfield. The first set of tiles (top) combine correctly to form color #A The second (bottom) combine correctly to form color #5. I was thinking it was maybe some kind of minterm... but I'm not using the blitter (at least directly). Just poking the copperlist with pointers. |
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26 September 2021, 20:41 | #5 |
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Bplcon1 might be nonzero. This register fine scrolls odd and even planes.
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26 September 2021, 20:55 | #6 | |
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Quote:
(so is jotd, but for other reasons--PacMan, etc ) I'm just not as articulate yet with the Amiga. I owe you one! |
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