A little sprite-demo (textmode)
As u have probably discovered normally the last 16 alt characters are not available since their definition would reside at the beginning of the Text screen memory.
However sometimes a neat trick to get all 96 available characters in both std and alt character sets is to create a HIRES Inlay then let the alt character definition overrun into the text screen (hidden by the HIRES Inlay).
However sometimes a neat trick to get all 96 available characters in both std and alt character sets is to create a HIRES Inlay then let the alt character definition overrun into the text screen (hidden by the HIRES Inlay).
Ok, I try to calculate...
AltChrTable and textscreen are overlapping by 128 bytes.
160 bytes would be 4 lines of text.
So I need a minimum of 32 lines of hires at the top of the screen
(and the maximum is 128 lines before the hiresscreen reaches the StdChrTable).
I will play a bit with that...
And another question: in hires there are 3 lines of text at the bottom.
And there it's possible to print characters, even though the hiresscreen
is using all the the memory for character-definitions.
So the ULA must read the definitions from the ROM I guess.
(and the hires-character-print-function also).
Is it possible for us to do that too?
Or is it possible at least to restore the whole characterset?
AltChrTable and textscreen are overlapping by 128 bytes.
160 bytes would be 4 lines of text.
So I need a minimum of 32 lines of hires at the top of the screen
(and the maximum is 128 lines before the hiresscreen reaches the StdChrTable).
I will play a bit with that...
And another question: in hires there are 3 lines of text at the bottom.
And there it's possible to print characters, even though the hiresscreen
is using all the the memory for character-definitions.
So the ULA must read the definitions from the ROM I guess.
(and the hires-character-print-function also).
Is it possible for us to do that too?
Or is it possible at least to restore the whole characterset?
The TEXT character sets are from $B400 and $B800 respectively, but the 3 lines of text at the end of the HIRES section uses the adresses $9800 and $9C00.
So technically, if you start in TEXT mode, then at the end of line 25 you insert a SWITCH TO HIRES attribute, you effectively forced the 3 last lines of TEXT to use the other set of adresses.
So technically, if you start in TEXT mode, then at the end of line 25 you insert a SWITCH TO HIRES attribute, you effectively forced the 3 last lines of TEXT to use the other set of adresses.
Re: A little sprite-demo (textmode)
Does anyone have this tap ? I would love to watch this demo and the link seems to be broken ....
- ibisum
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Re: A little sprite-demo (textmode)
Not sure if this is the original or something else, I tried to run it in Oricutron but it doesn't seem to work .. anyway, maybe it works for you?
- Attachments
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- spritedemo.tap
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Re: A little sprite-demo (textmode)
That's probably it, made by Nox (author of O-Thrust).
Works fine on Euphoric!
Works fine on Euphoric!
Re: A little sprite-demo (textmode)
Works with Oricutron too
Re: A little sprite-demo (textmode)
Wow !! This demo is strong .. It's hard to believe that it is done in text mode .. impressive.
It worked nice for me on oricutron . I just pressed Enter after loading with Load Tape (and perhaps à CLOAD"")
Outch .. I didn't know O-Thrust .. so nice .. thanks .. Nox rocks !!
Re: A little sprite-demo (textmode)
I really like the smooth and fast routine..
I wonder if we can use the code for our own games.. Does it have clashing control ? The sprites seems to able to overlap if they come together..
I wonder if we can use the code for our own games.. Does it have clashing control ? The sprites seems to able to overlap if they come together..