Jump to content





Now just under 30,000 bytes...

Posted by Kiwi, 24 October 2015 · 656 views

I spent my afternoon making the ending animation.  I remembered the animated gif I made a long time ago and I decided that'll make a good ending. I drew the background with the help of tile studio and ICVGM, my favorite tool.  Then made the sprites in CV SPRITE 2 software.  I'm glad I learned how to use Hexeditor to get the uncompressed ppspr data I need to convert to pletter.  Typically I dump the VRAM to get the raw data.  Pletter compressor is very good at rle compression and does dictionary type compression I believe.  Extremely handy compressing level data that there's a lot of that in there.  I have 3 uncompressed map, and the character and color table are rle compressed for now.  It does work well with color tables.   
 
I went through almost the entire code and removed some repeation.  I used that table system for Quinn's pose, save a lot of bytes.  I used that for the 4th level boss too because it has 6 different position it can be at on screen.  I remove the animation for the 3rd boss, very hard to see the animation since it move so quickly.  I recoded some things to make it smaller. 
 
I have first boss code to look at, and then I can build level 5, and add one more enemy.
 
One code I can remove once I figure out how to use reflect_horizontal() function.  This is os7 function call.  I only store 1 half of the sprites that flips on ROM. 
 
This is my current solution now that works. 
 


void BitSplitter(){
c=128;
for (y=0;y!=8;y++){
if(a>=c){a-=c;input[y]=1;}else{input[y]=0;}
c=c/2;
}
/*
if(a>=128){a-=128;input[0]=1;}else{input[0]=0;}
if(a>=64){a-=64;input[1]=1;}else{input[1]=0;}
if(a>=32){a-=32;input[2]=1;}else{input[2]=0;}
if(a>=16){a-=16;input[3]=1;}else{input[3]=0;}
if(a>=8){a-=8;input[4]=1;}else{input[4]=0;}
if(a>=4){a-=4;input[5]=1;}else{input[5]=0;}
if(a>=2){a-=2;input[6]=1;}else{input[6]=0;}
if(a>=1){a-=1;input[7]=1;}else{input[7]=0;}
*/
}

void BitPutTogether(){

c=1;
for (y=8;y!=0;y--){
if(output[y-1]>=1){a+=c;}
c=c*2;
}

/*
if(output[7]>=1){a+=1;}
if(output[6]>=1){a+=2;}
if(output[5]>=1){a+=4;}
if(output[4]>=1){a+=8;}
if(output[3]>=1){a+=16;}
if(output[2]>=1){a+=32;}
if(output[1]>=1){a+=64;}
if(output[0]>=1){a+=128;}
*/
}

void FlipHoz(){


output[0]=input[7];
output[1]=input[6];
output[2]=input[5];
output[3]=input[4];
output[4]=input[3];
output[5]=input[2];
output[6]=input[1];
output[7]=input[0];

}


void SportHozFlip(byte patslot,byte pattarget,byte patcount){
f=0;
while(f<patcount){

for(i=0;i<16;i++){
get_vram(0x3800+(patslot*16)+i+(f*32),buffer,1);
a=buffer[0];
BitSplitter();
FlipHoz();
BitPutTogether();
buffer[0]=a;
put_vram(0x3810+(pattarget*16)+i+(f*32),buffer,1);

}
for(i=0;i<16;i++){
get_vram(0x3810+(patslot*16)+i+(f*32),buffer,1);
a=buffer[0];
BitSplitter();
FlipHoz();
BitPutTogether();
buffer[0]=a;
put_vram(0x3800+(pattarget*16)+i+(f*32),buffer,1);
}
f++;
}
}
Takes about  1-2 seconds to write Quinn's graphics.   I made this function in PONG.  I optimized it, the commented out was the old code I word.  Someone suggested to XOR the data on a c/c++ site, I tried it for kicks, It inverted the pattern.  Now I need to sleep. Good night.
 
 






There are two approaches I would use to reverse bits in a byte. If size is an issue I'd do it in code and if speed is an issue I'd go for a table e.g.
 
static inline unsigned char ByteReverse(register unsigned char aByte)
//
//
//
	{

    aByte=(((aByte&0xaa)>>1)|((aByte&0x55)<<1));
    aByte=(((aByte&0xcc)>>2)|((aByte&0x33)<<2));
    aByte=(((aByte&0xf0)>>4)|((aByte&0x0f)<<4));

    return(aByte);
	}

static const unsigned char ByteReverseTable[256]= 
	{
	0x00, 0x80, 0x40, 0xC0, 0x20, 0xA0, 0x60, 0xE0,
	0x10, 0x90, 0x50, 0xD0, 0x30, 0xB0, 0x70, 0xF0, 
	0x08, 0x88, 0x48, 0xC8, 0x28, 0xA8, 0x68, 0xE8,
	0x18, 0x98, 0x58, 0xD8, 0x38, 0xB8, 0x78, 0xF8, 
	0x04, 0x84, 0x44, 0xC4, 0x24, 0xA4, 0x64, 0xE4,
	0x14, 0x94, 0x54, 0xD4, 0x34, 0xB4, 0x74, 0xF4, 
	0x0C, 0x8C, 0x4C, 0xCC, 0x2C, 0xAC, 0x6C, 0xEC,
	0x1C, 0x9C, 0x5C, 0xDC, 0x3C, 0xBC, 0x7C, 0xFC, 
	0x02, 0x82, 0x42, 0xC2, 0x22, 0xA2, 0x62, 0xE2,
	0x12, 0x92, 0x52, 0xD2, 0x32, 0xB2, 0x72, 0xF2, 
	0x0A, 0x8A, 0x4A, 0xCA, 0x2A, 0xAA, 0x6A, 0xEA,
	0x1A, 0x9A, 0x5A, 0xDA, 0x3A, 0xBA, 0x7A, 0xFA,
	0x06, 0x86, 0x46, 0xC6, 0x26, 0xA6, 0x66, 0xE6,
	0x16, 0x96, 0x56, 0xD6, 0x36, 0xB6, 0x76, 0xF6, 
	0x0E, 0x8E, 0x4E, 0xCE, 0x2E, 0xAE, 0x6E, 0xEE,
	0x1E, 0x9E, 0x5E, 0xDE, 0x3E, 0xBE, 0x7E, 0xFE,
	0x01, 0x81, 0x41, 0xC1, 0x21, 0xA1, 0x61, 0xE1,
	0x11, 0x91, 0x51, 0xD1, 0x31, 0xB1, 0x71, 0xF1,
	0x09, 0x89, 0x49, 0xC9, 0x29, 0xA9, 0x69, 0xE9,
	0x19, 0x99, 0x59, 0xD9, 0x39, 0xB9, 0x79, 0xF9, 
	0x05, 0x85, 0x45, 0xC5, 0x25, 0xA5, 0x65, 0xE5,
	0x15, 0x95, 0x55, 0xD5, 0x35, 0xB5, 0x75, 0xF5,
	0x0D, 0x8D, 0x4D, 0xCD, 0x2D, 0xAD, 0x6D, 0xED,
	0x1D, 0x9D, 0x5D, 0xDD, 0x3D, 0xBD, 0x7D, 0xFD,
	0x03, 0x83, 0x43, 0xC3, 0x23, 0xA3, 0x63, 0xE3,
	0x13, 0x93, 0x53, 0xD3, 0x33, 0xB3, 0x73, 0xF3, 
	0x0B, 0x8B, 0x4B, 0xCB, 0x2B, 0xAB, 0x6B, 0xEB,
	0x1B, 0x9B, 0x5B, 0xDB, 0x3B, 0xBB, 0x7B, 0xFB,
	0x07, 0x87, 0x47, 0xC7, 0x27, 0xA7, 0x67, 0xE7,
	0x17, 0x97, 0x57, 0xD7, 0x37, 0xB7, 0x77, 0xF7, 
	0x0F, 0x8F, 0x4F, 0xCF, 0x2F, 0xAF, 0x6F, 0xEF,
	0x1F, 0x9F, 0x5F, 0xDF, 0x3F, 0xBF, 0x7F, 0xFF
	};

int main(int argc, char* argv[])
//
//
//
	{

	for (unsigned short int c=0; c<=255; c++)
		{
		if (ByteReverse((unsigned char)c)!=ByteReverseTable[c])
			printf("No match at index %d!\r\n",c);
		}	

	return(0);
	}
Try both and see which works best for you.
  • Report

The code version works well.  I gained back 100+ bytes.  Thanks Groovybee!

  • Report
Glad to help. Did you try the table approach or time the differences?
  • Report

I just tried converting the table method to c just out of curiousity, it didn't really work out.  Compiler is saying there's syntax error for if (ByteReverse((unsigned char)c)!=ByteReverseTable[c]).  I'm still new figuring out C/C++ programming. I think this method would work best if the sprites were refined in real time. 

 

I load all the sprites and run the SportHozFlip() routine for individual sprites that have a flip graphic to their counterpart to VRAM before the level starts. TMS9918 sprite features is the least on most of the system I know, no horizontal flip, no vertical flip, can be magnified 2x but it effect all sprites, no priority bit, and questionable hardware collusion detection. It does have 8x8 sprites mode, but still 4 sprites on a line.  Sprite 5 on a line and condience both share the same status register. It does have early clock if the color bit 7 is flipped on.  With this limitation, it is a fun machine to make games on for me.

  • Report

I'm not sure why it would complain about that line. Try replacing ByteReverse(X) with ByteReverseTable[X] in your code. Depending on compiler compliance it might not like static const or be complaining about const cast. Without seeing thee error I can't really suggest anything else.

  • Report

Ahh... I had the ByteReverse as void ByteReverse(byte a). It was complaining about illegal casting a void. I'll try it again later. 

  • Report

Try and keep the static inline prefix because the compiler will inline the code then (in theory - compiler setting specific).

  • Report

February 2019

S M T W T F S
     12
3456789
10111213141516
17181920 21 2223
2425262728  

Recent Entries