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Heaven/TQA

horizonral sprite movieplexer...

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as i am coding a new intro for abbuc mag... i try to make some nice but decent fx. i had the idea of a sprite multiplexer...

 

here is the desired DLI

 

;---------------------------------------------------

;here we have a horizontal sprite multiplexer!

;---------------------------------------------------

 

dli7 pha

pos_text1 lda #$98 ;switch to hve logo

sta wsync

sta pmbase

sta $d01a

lda #48

sta hposp3

lda #56

sta hposp1

nop

nop

nop

nop

lda #64

sta hposp3

nop

nop

nop

nop

lda #$98 ;now back to text sprites

sta pmbase

lda #128

; sta hposp0

add #16 ;add = clc adc!!!

sta hposp1

adc #16

sta hposp2

adc #16

sta hposp3

adc #16

sta hposp3+4

adc #4

sta hposp3+3

adc #4

sta hposp3+2

adc #4

sta hposp3+1

lda #15 ;white!

sta $d012

sta $d013

sta $d014

sta $d015

lda #1 ;size1 for all players

sta 53256

sta 53257

sta 53258

sta 53259

lda #%01010101 ;size1 for all missles

sta 53260

pla

rti

 

why the hell is this not running?

 

 

the idea is to position player0+1 @ 48,56 and on p0-p3 @ 128,136,144,152 on the same scanline while switching to another pmbase and maybe to change the color...

 

any ideas why this code is not working??? it should work...

 

hve

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the code is working... but not in Atari800win Emulator but on real atari...

 

grrrrrrrr.... i thought atari800win is emulating quite good like ccs64 for c64...

 

hve

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Tell more - flicker free Horizontal multiplexing....

 

Describe the screen - or take a digital shot and post it up...

 

My HM code used LOADS of NOP to get teh horizontal timing right - split midscreen. I could not manage any color or image changes horizontally - vertically yes - but that was fine for my needs...

 

sTeVE

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Excellent,

 

I can't wait to see all those sprites!!

 

What do you use to create grafix with - do you rip BMP or similar files - what tool do you use??

 

sTeVE

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i use mostly PC & Pain Programs like similar to photoshop. the files are saved as bmp files...

 

for gr.9 style gfx i convert pictures in 16 color mode so i can load them directly into turbo basic and display them on atari. so my tools convert them into a format suitable for the demo i write.

 

the sprites are made in 4 color bmp and again converted into 2 multicolor sprites with a tool written in turbo basic xl.

 

mono sprites f.e. for the texts are made again in a pain software and are alligned to 40x128 so they fit into player/missle range. saved as mono-BMP files.

 

bmp file format is quite usefull because they are not crunshed or packed. so leaving out the header they can normaly loaded directly into the screen ram of atari. ok...you have to deal with the header & consider that a line stored in a 320x200 bmp is maybe 160 or 320 bytes long... that's why i write always a small basic tool who makes it possible to adjust the parameters:

 

0 rem a turbo basic xl tool

1 open #1,4,0,"h:face.bmp"

2 bget #1,$6000,320: rem leave out the header

3 for i=0 to 191

4 bget #1,dpeek(88)+i*40,40

5 bget #1,$6000,120: rem assuming 160 bytes line

6 next i

7 close#1

8 get key

9 open#1,8,0,"h:face.raw"

10 bput #1,dpeek(88),7680

11 close#1

99 do:loop

 

and when the picture is not alligned to the screen or the header is not correct adressed i play around with the "320" in line 2.

 

and of course i let the atari emulator run in fullspeed (on my pc approx. 800%)...

 

but important is to use turbo basic xl not atari basic...

 

and in atari 7800 senso dx i let one of my gfx men at work do the job... and he used photoshop...

 

hve

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