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whoami999ster

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  1. just to be precide the formula is : B+NOT2B
  2. ... but was destroyed in a day ... LOL
  3. Even if I'm not a lucky owner of this "product" ... I'm completely agree with Tursi .... let's enjoy the positive side of his work that has pushed the limits of the TI99 to the edge of the unbelievable
  4. uhmmm .... I need to read again VDP_PG .. I guessed that was for the "VDP table" dimension but the calculation deceived me because I tryed to compile the code with WinASM but got errors due to the division... I'm a donkey and It will take time but finally I will get something... I star to read lot of material around TI assembly but your "programming style" is a litlle bit different from the classical (like the usage of standard routine VMBW, MSBW, etc..) .. it take time to learn the optimal programming method ... any lecture to suggest ? Thanks as sual
  5. I'm trying to learn something from your super example but I would need for a little hand ... why the following definition for VDP registers I mean a memory location divided by >400 , >40 etc... why not the exact value? VDPINI ; Initial VDP register data BYTE >02 ; VDP Register 0: 02 (Bitmap Mode) BYTE >E2 ; VDP Register 1: 16x16 Sprites BYTE (SCRTAB/>400); VDP Register 2: Screen Image Table BYTE (CLRTAB/>40)+>7F ; VDP Register 3: Color Table BYTE (PATTAB/>800)+>3; VDP Register 4: Pattern Table BYTE (SPRTAB/>80) ; VDP Register 5: Sprite List Table BYTE (SPRPAT/>800); VDP Register 6: Sprite Pattern Table BYTE >F1 ; VDP Register 7: White on Black thank in advance for you patience...
  6. THANKS A LOT PETER! I'll study your beautiful example ... it's a perfect starting point for me ... maybe I'll come back to you with some questions I hope to not disturb you too much May I ask you something personal ... are you placed in Walldorf (Germany)? ... not problem at all if your prefer to not answer for privacy In the mean time thanks once again Francesco
  7. Hi Pete Apologize for my missing answer (probably I didn't set the notificaion) ... Anyway I come back on this subject (multicolor sprites, bitmap mode) and in the mean time I get familiar with 9918A and assembly (unfortunately not really applied pratically) ... I think to had understood you technique but not sure ... and I didn't understood "Each stripe block can be moved pixel-by-pixel horizontally by using the characters from a set of 8 shifted stripes with black background. There is one set for each corner of the block, so 32 characters total for each color stripe" By chance do you have some little example in TI99 aassembly I could use as case study... Thanks a lot in advance for your patience and understanding Regards Francesco
  8. Since Assembler is still to far from me I did some test in XB256 but I'm already stuck with the scrolling ... Joe Morris recently release a great tutorial for smooth scrolling with XB256 but for a "simple background"... In attachment a very simple test which doesn't work and I don't understand why ... Anyone could help here ? BZ2.xb
  9. I would say ... unforgettableeeee .... .... no way to manage "online drawing" ... I already give up ... It's a pity because the background scrolling it's very nice and promising ... did you see my bz0.avi above ?
  10. I'm completely agree... I didn't expect to implement vector graphic on TI but as always the true is always in the middle ... thanks a lot to all of you for the precious suggestions and availability
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