English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Asm / Hardware

 
 
Thread Tools
Old 14 May 2021, 18:31   #1
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
trying to display an AGA image...

I've converted a PNG image to raw data + copperlist and it doesn't work as well as it should

the image is shifted

EDIT: thanks to Stingray, found out that one bitplane was missing. One error less.

Click image for larger version

Name:	shifted_014.png
Views:	503
Size:	42.0 KB
ID:	71927

what I want to achieve

Click image for larger version

Name:	supacars_001.png
Views:	217
Size:	26.4 KB
ID:	71919

the start of the pic is shifted (modulo issue?).

this is exe + source code: ecs_aga_pic_test.zip

There's an ECS (EHB) test that works perfect. The AGA test does not. That's my first AGA attempt so of course I screwed something up

For the ones who are curious:

I've got the supercars2 source code and got it running with a rebuild using OCS assets and files ripped off the original disks. I'd like to use DOS assets to pimp up the game to an AGA version: title screen, comm screens and more (colored enemy cars would be cool and/or more colors in backgrounds for instance). What's also planned: adding more tracks.

Last edited by jotd; 14 May 2021 at 21:56.
jotd is offline  
Old 14 May 2021, 19:50   #2
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by jotd View Post
I've converted a PNG image to raw data + copperlist and it doesn't work as well as it should


- the image is shifted
- the colors are almost okay but not quite right


Attachment 71918

what I want to achieve

Attachment 71919

the start of the pic is shifted (modulo issue?). Plus the colors are perfect by moments, but completely off in some places

this is exe + source code: Attachment 71920

There's an ECS (EHB) test that works perfect. The AGA test does not. That's my first AGA attempt so of course I screwed something up

For the ones who are curious:

I've got the supercars2 source code and got it running with a rebuild using OCS assets and files ripped off the original disks. I'd like to use DOS assets to pimp up the game to an AGA version: title screen, comm screens and more (colored enemy cars would be cool and/or more colors in backgrounds for instance). What's also planned: adding more tracks.
What is you fetch mode and did you align your bitplanes accordingly?
mcgeezer is offline  
Old 14 May 2021, 20:43   #3
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
fmode is at 0. Setting 3 results in trashed display.But I'd like to be able to set FMODE to the fastest.
jotd is offline  
Old 14 May 2021, 21:05   #4
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
First observation: 40*240*8 = 76800. Your picture has a size of 67204 bytes (40*240*7 + 4 bytes (padding?)) so there's one bitplane missing!
StingRay is offline  
Old 14 May 2021, 21:12   #5
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
correct! thanks a lot. The colors are now perfect. But the pic is still shifted. Check my edit.
jotd is offline  
Old 14 May 2021, 21:20   #6
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
I have loaded your raw picture into a converter and it appears your source image is already shifted. How did you convert the image?
StingRay is offline  
Old 14 May 2021, 21:29   #7
a/b
Registered User
 
Join Date: Jun 2016
Location: europe
Posts: 1,039
Several things:
- Stringray beat me to it, raw image size doesn't match bitplane size times depth, it's too short
- fetch mode is not set in the source, but you later mentioned you use 0. OK, 0 works but if you want to use 3 you have to set modulos to -8 (they are 0 now) and align the image address to a quadword (8 bytes), it's aligned to a longword at the moment.
- image is not shifted for me (it looks fine other than the missing data), maybe it's something inherited from your workbench screen (one of $dffxxx registers) because you are setting up your copper in a quick&dirty way without LoadView(NULL) etc.
a/b is offline  
Old 14 May 2021, 21:36   #8
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
great!

Code:
        move.w #$FFF8,bpl1mod(a5)                ; modulo de tous les plans = 40
        move.w #$FFF8,bpl2mod(a5)
        move.w  #3,fmode(a5)
and it also works. But the shift is stil there... It's not there with the ECS pic...

I have used LoadView(NULL) with same result. Edited first post with proper data (8 bitplanes)

Last edited by jotd; 14 May 2021 at 21:57.
jotd is offline  
Old 14 May 2021, 22:07   #9
a/b
Registered User
 
Join Date: Jun 2016
Location: europe
Posts: 1,039
I've loaded the AGA picture into piccon as 320x240x256col, and the green/red jacket guy is the last person on the right side, there is no red/blue shirt girl next to him, she is the first person on the left side of the image.
It looks like the actual data you load from disk is shifted, nothing wrong with code/copperlist.

edit:
Looking at your python script bitplanelib.py, the problem is that you have also included picture dimensions (4 bytes) at the start of AGA picture. That's causing the shift by 32 pixels.

Last edited by a/b; 14 May 2021 at 22:19.
a/b is offline  
Old 14 May 2021, 22:20   #10
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
As I have already said, the source data is shifted! Either your conversion process is wrong or something else caused the shift but it's not related to the code. And adjusting the modulo for FMODE > 0 is ugly, better adapt your DDFSTOP settings.
StingRay is offline  
Old 14 May 2021, 22:25   #11
ross
Defendit numerus
 
ross's Avatar
 
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
What I would do:

- realign the image:
Code:
    cnop    0,8
image_data:
	dcb.b	36,0
    incbin	"title256.raw"
- skip the first line now invalid:
Code:
        move.l #image_data+40,d1
- better setup the fetches and modulo:
Code:
        move.w #$00b0,ddfstop(a5)
...
        move.w #$0,bpl1mod(a5)                ; modulo de tous les plans = 40
        move.w #$0,bpl2mod(a5)
- adjust the view:
Code:
        move.w #$20C1,diwstop(a5)             ; la fenêtre écran
Try it

ah!, and also remove this damn:
Code:
        clr.w copjmp1(a5)
ross is offline  
Old 14 May 2021, 22:32   #12
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
I'd rather fix the conversion instead of dealing with an incorrectly converted image, but to each his own I guess.
StingRay is offline  
Old 14 May 2021, 23:05   #13
ross
Defendit numerus
 
ross's Avatar
 
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
Quote:
Originally Posted by StingRay View Post
I'd rather fix the conversion instead of dealing with an incorrectly converted image, but to each his own I guess.
Absolutely right
Was just to use the available data (and can be useful for understanding alignments on AGA.. maybe.. )
ross is offline  
Old 14 May 2021, 23:13   #14
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
spot on! yeah my bitplanelib (that I had developped to hack AAOW to english) has a default option to include dimensions. I overlooked it! stupid

and the display stop worked perfect. Perfect pic now!

thanks all
jotd is offline  
Old 14 May 2021, 23:14   #15
a/b
Registered User
 
Join Date: Jun 2016
Location: europe
Posts: 1,039
Hmm, now that's interesting. I haven't done any AGA coding, other than messing around with my old sources, in the last ~20 years and even back then it was pretty much setup a fmode 3 screen for c2p and call it a day. And pretty much any doc, aga coding guide, you name it back then said for fmode 1 or 2 you have to 32-bit align and subtract 4 from modulos, and for fmode 3 use 64-bit align and subtract 8 bytes. Which honestly didn't feel entirely intuitive to me but whatever, it worked. And that's how I always remembered it in some remote corner of my brain.
Now, if you think about it, this is not just a matter of ugliness... Does it actually mean overfetching and then correcting it via modulos? Because that's how it looks like compared to the suggested alternative.
a/b is offline  
Old 14 May 2021, 23:17   #16
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
ECS mode is well documented, AGA was less documented because Commodore didn't want people to bang the metal directly... All AGA docs come from reverse engineering by hobbyists.

Personally I'm lost at DIWSTRT/STOP datafetch stuff.
jotd is offline  
Old 14 May 2021, 23:21   #17
ross
Defendit numerus
 
ross's Avatar
 
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
Quote:
Originally Posted by a/b View Post
Now, if you think about it, this is not just a matter of ugliness... Does it actually mean overfetching and then correcting it via modulos? Because that's how it looks like compared to the suggested alternative.
This.

A good way to slow down your AGA setup..
ross is offline  
Old 15 May 2021, 11:35   #18
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
Quote:
Originally Posted by a/b View Post
Does it actually mean overfetching and then correcting it via modulos?

Yes. That's what I meant with the modulo correction being ugly.
StingRay is offline  
Old 15 May 2021, 12:11   #19
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,209
Quote:
Originally Posted by jotd View Post
All AGA docs come from reverse engineering by hobbyists.
Apart from the ones floating around in 1993 that came from Commodore
DanScott is online now  
Old 15 May 2021, 14:06   #20
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,801
Quote:
Originally Posted by jotd View Post
ECS mode is well documented, AGA was less documented because Commodore didn't want people to bang the metal directly... All AGA docs come from reverse engineering by hobbyists.

Personally I'm lost at DIWSTRT/STOP datafetch stuff.
Except the official AGA doc.
kamelito is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
GUI taskbar display - current inserted DF0 disk image solarmon support.WinUAE 2 16 July 2020 21:46
Display HAM image in Blitz - left edge fringing? Marle Coders. Blitz Basic 4 16 November 2018 01:49
Minor image centering bug in Double & Scanlines display setting xxxxx support.WinUAE 4 07 December 2014 09:17
AGA display Dela support.WinUAE 4 06 October 2002 21:59

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 12:28.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.15320 seconds with 16 queries