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
best regards to all
steff
hi amiga friens
Re: hi amiga friens
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).
Re: hi amiga friens
thanx a lot
Re: hi amiga friens
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
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
Re: hi amiga friens
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
Re: hi amiga friens
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
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
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Re: hi amiga friens
here a smal test
..but..bitmapscolling or bitplane operations under OS are extreme slow
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.