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Rybags

New game revamp/release - Moon Shuttle VBXE edition

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aem... when reading the doc... maybe Candle will now tell me RTFM... but Rybags... I do not get your 52 0x34 at your beginning...

 

binary it is 110100

 

so...actually the doc says... bits 1.3 and 1.4 enable and disable the color attribute map? and actually you are disbling it?

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They're defaults anyway and not really needed. I had some corruption early on so put it in to be sure.

That first XDL part is only for the 24 blank lines. After that is the colourmap that does 192 lines.

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well... look...

 

i am doing this

 

d640: 1

d641-d643: 0,0,0

d647: 0

 

and my xdl looks like this

 

00111000,0

0,$10,0

191

0,0,160,0

1,0

 

so I suspect that my color map is at $5000 in xl ram?

 

but when writing random values at $5000 ff I do not get any results on screen as overlay?

Edited by Heaven/TQA

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Don't forget $D65F - 5E only selects the address/size, you need high bit set in 5F to enable the window.

 

I don't quite get your XDL stuff... %111000 doesn't seem right as a first entry.

 

Also, you have 4 bytes per attribute - in Gr. 0 you're mainly interested in changing bytes 1,2 for foreground/background.

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52= $34 = 0011 0100 = overlay off, map off, repeat set

 

0011 1000 = map on, map off, repeat set

 

ed - seems the forums screws around your text if you precede numbers with a % sign

Edited by Rybags

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do not get it... why is there a map on and map off switch? instead of toggling the bit???

 

and why did you set overlay off and map off? or are you enabling that later in your game?

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Since multiple options are stacked into each XDL entry... e.g. you might want to run map for a while, then overlay without map. Once enabled, a function will remain active in a screen until you disable it.

 

Also, sometimes you only want an XDL entry to change one or two parameters like scrolling, so it's desirable to have the "status quo" situation, therefore you need seperate bits to turn stuff on/off.

 

It should also make programming easier - e.g. if you had a colourmap affected area that was only in use part of the time, no need for seperate XDLs to do so, you just have to alter the one entry when needed.

 

 

Why am I setting both off? Like I said, it's only the first 24 scanlines. The second XDL entry turns on the attribute map for 192 scanlines, which means 960*4 entries at the default 8x8 pixel size.

Edited by Rybags

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7060 DATA 52,0,23

7061 DATA 40,138,191

7062 DATA 0,0,0,160,0

7063 DATA 1,0

 

Line 7060 - first XDL entry for map off, overlay off, repeated for extra 23 scanlines

Line 7061 - second XDL entry. Repeat set for 191 extra scanlines, MAPON set. End of XDL set (2.7), overlay/attribute set (2.3), map address set (2.1)

7062 - map address at VBXE RAM $000000, step size of 160 bytes (40 x 4)

7063 - overlay/map parameters, use palette 0/0, width normal, priority to GTIA objects

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I am coding on native machinr otherwise I would post my code here... because I write random values into the color ram and don't see any changes on screen...

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Just make up a short cable that takes the audio & gnd signals from the pins on the monitor port, then have a female RCA plug on the other end...

 

or buy one of the cables on eBay for Atari that breaks out all the signals (then you can run col + luma or composite as well for normal non-VBXE display)... or just make one yourself.

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Gary, problem is that Heaven's monitor port for VBXE is the same one that normal monitor is using

Heaven, i thought You'll get Yourself that Stereo upgrade one way or another

btw (advertisment time mode on) SimpleStereo boards are ready ;)

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yeah, i remember we missed something... ;)

 

but sound is my least problem at the moment... ;) i am still messing with the overlay color map...

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ok. got it... it was my old doc... now with the new manual it works... :)

 

and one advice to new VBXE coders... always CLEAR the VBXE RAM... don't assume it is empty... ;)

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