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Cybearg

Textured Playfields?

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Would it be possible to add functionality to the standard kernel that allows one to define a "texture" for playfield pixels for each playfield row? By "textured," I mostly mean instead of drawing a solid pfpixel, it would, say, skip drawing every other line (creating a sort of ladder look) or skip drawing every 4 pixels (creating kind of a brick look), or something along those lines? I've seen it done in games made with raw Assembly, but could this be a feature added to the standard kernel or is there simply not enough time during hblank to apply a texturing based on a table like so?

 

pftexture:

0 ' 0 = solid pfpixel

0

0

8 ' 8 = ladder pfpixel

8

8

64 ' 64 = brick pfpixel

64

128 ' 128 = drawing every other pixel pfpixel

0

8

0

end

Edited by Cybearg

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Point. I wanted to avoid DPC+ because of the extra costs of a DPC+ board.

 

As far as I know, without DPC+, you have to use pfheights with the standard kernel to mess with the height of playfield pixels or you can have up to 32 rows with Superchip RAM.

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Yeah... The problem comes in the sacrifice of pfheights for pfcolors. If only there was a way to sacrifice the ball or something for the ability to use pfheights and pfcolors together.

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Yeah... The problem comes in the sacrifice of pfheights for pfcolors. If only there was a way to sacrifice the ball or something for the ability to use pfheights and pfcolors together.

 

There is this old thread:

 

atariage.com/forums/topic/112423-pfcolors-and-pfheights-together-in-ram/

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