hi amiga friens

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stefff285
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hi amiga friens

Post by stefff285 »

hi all

with the renew of our demo team, i was asking myself
about in ecs, manipulating bitplanes as one for scrolling
another for an effect, another for the menu

my question isn't well asked but i hope to be understood :oops: :oops:

best regards to all

steff
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djes
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Re: hi amiga friens

Post by djes »

in dual playfield, you can only manipulate odd and even bitplanes independantly; add to this that you can cheat with the copper on a line basis (less than in fact).
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stefff285
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Re: hi amiga friens

Post by stefff285 »

thanx a lot

:)
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stefff285
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Re: hi amiga friens

Post by stefff285 »

hello again

as a noob grrrr i didn't found the answer well the command
on my purbasic book

can you tell me the command ?

best regards

steff
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djes
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Re: hi amiga friens

Post by djes »

I don't know, I'm only talking about the hardware possibility. The OS can do that too, but I don't remember how. You'll have to download some system amigaguides ;)
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stefff285
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Re: hi amiga friens

Post by stefff285 »

hello sir :)

bonjour bonjour let's speak english

amiga version of pure basic only work with
os3.9 version of amiga forever for me but
well, seen a good written bitplanes by bitplanes
description and ready up to finally make our
musik disk

thanx a lot

steff
xperience2003
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Re: hi amiga friens

Post by xperience2003 »

here a smal test

Code: Select all

; ***********************************************
;         setting bits in a bitplane
;         by xp^trs  ...amiga rulezZ
; ***********************************************
InitBitMap(0)   ; We will need 1 bitmap...
InitScreen(0)   ; ... and 1 screen
AllocateBitMap(0,320,256,2)  ; Create our bitmap

OpenScreen(0, 320, 256, 2, 0) ; 
UseBitMap(0)
 *bmappointer=BitMapID()
 
; For understand this
; the BitMapID() command returns the os bitmap-structure:
; offset 0 (word) - bytes per row
; offset 2 (word) - rows
; offset 4 (byte) - systemflags
; ...
; offset 8 (long) - the adress of the first bitplane in chipram!
; offset 12(long) - the 2nd bitplane
; .....
;
; we catch the planepointers from memory:

*plane1ptr.l=PeekL(*bmappointer+8)
*plane2ptr.l=PeekL(*bmappointer+12)

; now we can write directly in the bitplanes by using
; the pokeb command 
;  Pokeb(*plane1ptr+position,%00100000)
;          plane    position    >pixel number 3 from position

; we write an "E" on the first bitplane
PokeB(*plane1ptr+1  ,%11111111)
PokeB(*plane1ptr+81 ,%11000000)
PokeB(*plane1ptr+121,%11000000)
PokeB(*plane1ptr+201,%11111100)
PokeB(*plane1ptr+241,%11000000)
PokeB(*plane1ptr+321,%11111111)

  Repeat
    VWait()
    ShowBitMap(0,ScreenID(),0,0)

    mb.w = mousebuttons()
  Until mb.w = 1
End      ; Finish the program and free all stuffs.
..but..bitmapscolling or bitplane operations under OS are extreme slow
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