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José Pereira

Screen size, Chars and Charsets

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Hello, something serious thiis time.

 

I want too build a ScreennPlaying Area with 24x24Chars.

But I want to have Borders outside this area. 3Chars Lines up and more 3down it's just turn to pixel0 in G2F. But in "real life" and for the Left and Right Borders I want to have 24wide (not 30,40,48). I think we have something like an ScreenSize adress, haven't we?

 

 

Another questions:

I build a 40wide Screen and each Charset by 3Lines. I'll get 1stLine 0->39, 2nd 40->79 and 3rd 80->119. But on 48wide that will turn into 3Lines as 0->143. And that on A8 limitatiion of 128Chars isn't possible.

What I want to know if, because the Screen that we see on T.V. are 42Chars in each Line, is it possible this:

Line0: Char000,000,000(invisible),1->42 scroll Screen to the left and again 1->42 Scroll 1->42 ,...

Line1: Char000,000,000,43->84 (the same as above)

Line2: Char000,000,000,85->126 (the same stuff)

 

 

In thiss way I can have 1Charset in each of 3Lines. When Char1 goes off the visible Screen (into Pos.2), the new Char1 turn into visible Area at Pos.42.

 

 

Anyone to help me this time?

Thanks and greetings.

José Pereira.

 

(P.S. - HHope you understand my "Lanuagee" :? )

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When you scroll the 'zero' chars will not 'mask' off your left and right-most characters. Also, what will scroll into the right-most character?

You are probably best off in this instance to stick to the 40 char per line mode (normal, 32=narrow, 48=wide). In this way you can 'scroll' 1 or 2 characters (i.e. 41 & 42) into the screen and then when these are scrolled, re-use characters 1 & 2 etc.

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When you scroll the 'zero' chars will not 'mask' off your left and right-most characters. Also, what will scroll into the right-most character?

You are probably best off in this instance to stick to the 40 char per line mode (normal, 32=narrow, 48=wide). In this way you can 'scroll' 1 or 2 characters (i.e. 41 & 42) into the screen and then when these are scrolled, re-use characters 1 & 2 etc.

 

 

 

Yeah I see.

But what about the Screen sizes? Nothing to do with Scrolling. Just need to create a cell with 24x24 chars (probably 28x28) and I must have the Backgr. as a Border all around this (tto use Backgr. reggister in a Hi-Resol. Screen).

I just want to be the one that can choose what's the Screennn wide...

 

Thanks.

Greetings.

José Pereira.

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You can only choose from the 3 available sizes, so in hires you'll get the border colour outside those sizes. The only other way to do it is to fake a border with PMGs but that won't work properly in hires due to the colour mixing (unless you've chosen your colours carefully, then it might work, but I'm not sure).

 

 

Pete

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Too bad. I wanted to have a square with equal size in the 4sides and need all the PMs.

I'll try another way, mo problem!...

 

Now another question:

In a Horiz. Scroller in Wide48 Mode.

I use some DLis.to add more colour into the PF2, for ex., when can I change the DLI colours acrooss the scrolling?

Must have the same DLI(s) in the same Lines from the beggining untill the last scroll.

 

 

 

I thimk if I srop using PF2 with a space of 48chars and restart again with the new DLI iit doesn´t affect. And that's because the last PF2 use is now off screem.

 

 

Just more this one for today, O.k?

 

Thanks.

José Pereira.

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Yeah, as soon as the player is off screen you can either change the colour for that player or change which line the DLI triggers from (if only using one player "sprite" and one DLI), or both of course. You can do similar things if you're "multiplexing" your players to get more sprites on screen.

 

 

Pete

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Yeah, as soon as the player is off screen you can either change the colour for that player or change which line the DLI triggers from (if only using one player "sprite" and one DLI), or both of course. You can do similar things if you're "multiplexing" your players to get more sprites on screen.

 

 

Pete

 

 

Players?

I was only referring to PFs changing by DLIs., PMs. could be Players, colour enhancements or Enemys,... But PFs DLI. changing.

000->047Char(PF2-Green), another 000->047 (now wiithout PF2), another 000-047(new PF2-Yellow, on the same or in other Lines).

 

Understand, Pf2-Green will be Off-Screen when you re-paint new PF2.

 

 

Thanks and greetings..

José Pereira.

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Yeah, sorry, the way you were talking about things going off screen then changing the DLI my mind got set on players ;) It's the same thing with PFs though :)

 

 

Pete

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Yeah, sorry, the way you were talking about things going off screen then changing the DLI my mind got set on players ;) It's the same thing with PFs though :)

 

 

Pete

 

Yeah! Thanks.

This may seems like a PingPong/Tennis.

But that's why I am on the Streets and it's raining, raining for hours and no umbrella.

The better things is that I was near a Public free acess place and I think it's because of the rain many of the computers are "empty"...

 

PeteD I've read today that Lemon64 Thread about Yoomp on C64 and I read in somewhere that in Bitmap you don't get that BadLLines (multiple8), is it like this?

And in your App and when you talk about Mid-ScanLine changing. Is it possible in this Horizontal scrolling change, let's say PF2 in some places and some Lines, 1 time at a Screen(000->047) and then Scrolling and again at another place in the Line?

In this way could I beware that thing of having one Screen(48Chars wide) without PF2 use to not mix it's colour.

Understand?

 

 

And in the "8Lines-Badlines"?

 

 

 

 

Sorry, I've said some minutes ago that was my last question, but is still Raining a lot...

 

 

 

Thanks.

José Pereira.

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Badlines, yes they're still every 8 scanlines in bitmap mode on C64. A8 bitmap mode doesn't have extra dma every 8 lines because it's a linear/contiguous RAM layout where the C64 is still char layout.

 

I don't really understand what you mean about the mid-scanline PF and scrolling :( If you mean changing the scroll value at a horizontal position then I'm not sure what the hardware would make of that?

 

 

Pete

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Badlines, yes they're still every 8 scanlines in bitmap mode on C64. A8 bitmap mode doesn't have extra dma every 8 lines because it's a linear/contiguous RAM layout where the C64 is still char layout.

 

I don't really understand what you mean about the mid-scanline PF and scrolling :( If you mean changing the scroll value at a horizontal position then I'm not sure what the hardware would make of that?

 

 

Pete

 

 

Sorry, me and my bad English.

Better with a picture.

This C64 Giana Sisters as an example:

post-6517-126813452286_thumb.gif

POSSIBLE1? ->On the Floor (Forget the bad Guys).

Backgr.-Blue, PF0-Middle Brown, PF1-Light Brown, PF2-Black, PF3(at Left-Red and other Line-Yellow) and change then change this two PF3 colours to just one Green. Because you are on a Scrolling Screen, the Screens continues is Scrolling, that's what I was trying to say yesterday.

 

 

POSSIBLE2? ->The other thing I was saying is having the first PF3(Red/DLI/Yellow) and than I must have 48 chars without PF3 (only then I could get the Trees) to change it into Green (like PMs. off the Screen).

 

 

 

Hope you understand now.

Thanks and greetings.

José Pereira.

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You can change colours on any line so you wouldn't have a problem with that mushroom at the bottom and the stars above, and yes, if using the same PF for the mushroom red and the bush green you'd have to wait till the mushroom was off screen before a bush could be shown. Trying to do that with mid-scanline would be pretty much impossible so you do have to wait till one is off screen.

 

Pete

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