16colour fat pixel bitmap display
Baggers
Posts: 3,019
Hi All,
I've just this afternoon finished a huge workload, preparing a demo for the Edge mag, anyway, now to relax, and chill, I decided to do a 16colour bitmap display driver for the prop.
I've not done a graphics.spin type driver for it as of yet, as I've only just done the display driver.
Here it is anyway, [noparse]:)[/noparse]
It's currently set to Hybrid setup, but you can change the settings in the source at the top of JB_AMS.spin.
I've added a plot(x,y,colour)·function in the spin file, for starters, I'll add more over the weekend.
and post a pic [noparse]:)[/noparse].
Baggers.
EDIT oops, some issues with demo-board, will re-post when sorted [noparse];)[/noparse]· false alarm lol
I've left a border around the screen so you know it's still working lol. instead of clearing the screen.
Edit2:··· Just some extra info for you guys.
it uses, one 16colour palette ( refreshed from hubram palette at start of every frame).
it only uses 1 cog.
resolution is 128x192 4bit, top left pixel, is high nibble of first byte ( $X0 X being the colour index ) , and it's sequential, left to right, then top to bottom.
because it's fat pixel, ( like amstrad and C64 fat pixels ) it only uses 12KB of memory for the screen, like graphics.spin
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Post Edited (Baggers) : 9/5/2009 9:53:06 AM GMT
I've just this afternoon finished a huge workload, preparing a demo for the Edge mag, anyway, now to relax, and chill, I decided to do a 16colour bitmap display driver for the prop.
I've not done a graphics.spin type driver for it as of yet, as I've only just done the display driver.
Here it is anyway, [noparse]:)[/noparse]
It's currently set to Hybrid setup, but you can change the settings in the source at the top of JB_AMS.spin.
I've added a plot(x,y,colour)·function in the spin file, for starters, I'll add more over the weekend.
and post a pic [noparse]:)[/noparse].
Baggers.
EDIT oops, some issues with demo-board, will re-post when sorted [noparse];)[/noparse]· false alarm lol
I've left a border around the screen so you know it's still working lol. instead of clearing the screen.
Edit2:··· Just some extra info for you guys.
it uses, one 16colour palette ( refreshed from hubram palette at start of every frame).
it only uses 1 cog.
resolution is 128x192 4bit, top left pixel, is high nibble of first byte ( $X0 X being the colour index ) , and it's sequential, left to right, then top to bottom.
because it's fat pixel, ( like amstrad and C64 fat pixels ) it only uses 12KB of memory for the screen, like graphics.spin
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
Post Edited (Baggers) : 9/5/2009 9:53:06 AM GMT
Comments
Seriously folks, another great contribution from Baggers, he did this in his very precious spare time and he hasn't got much at the moment...
Thanks Baggers!
Coley
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Awesome job as usual!
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Computers are microcontrolled.
Robots are microcontrolled.
I am microcontrolled.
But you·can·call me micro.
If it's not Parallax then don't even bother.
I have changed my avatar so that I will no longer be confused with others who use generic avatars (and I'm more of a Prop head then a BS2 nut, anyway)
Yes, I know what I'll be playing with this weekend after work and chores!!
Nice Baggers!
OBC
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Might just be useful for my needs if the latter.
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Harley Shanko
Triple WOW!
So is that being made with a specific game in mind?
Looks like that could be all sorts of fun. Something like that makes it very tempting to try to recreate one of the old Sierra (or SCUMM) games.
Excellent work, as always!
*Peter*
*Peter*
I've just this afternoon finished a huge workload, preparing a demo for the Edge mag, anyway, now to relax, and chill, I decided to do a 16colour bitmap display driver for the prop."
If this is light entertainment, what would you have to do if you had been very naughty, and needed punishment??
Definitely playing with this ( given half a chance, latter on )
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Style and grace : Nil point
Microcontrolled,
Thanks!
OBC,
Thanks as always,·I had a feeling you'd like it lol
Harley,
It's for TV.
trodoss,
Unfortunately, it wasn't with a specific game in mind, but yeah that's always an option, I do like the SCUMM games [noparse]:)[/noparse]
Peter,
Nicely done [noparse];)[/noparse] although you probably need to change the code you posted, as whatever was in the [noparse][[/noparse] ]'s has changed the font to italics in the line c:=byte
Toby,
Yes, this is light entertainment, to be very naughty, and in need of punishment, I'd have done it whilst I was busy with my deadline lol [noparse]:)[/noparse] and it'd already have graphics.spin working with it etc. lol
BTW, thought I'd add some extra details, to the first post.
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What does it do? Try it (primitive animation)
Actually I've got a fair bit of a work load on too but I'm tinkering with Sprite functions that can read areas of the bitmap and turn them into go anywhere sprites.
*Peter*
try this [noparse]:)[/noparse]
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
The JB_AMS-PBJ.spin file will scroll the ground and move the chopper up and down while flying forward and over the top of other objects.
*Peter*
It would have to be loaded in stages because only 768 bytes would be left in the hub.
Doug
This driver as it stands, converts each word into 4 paletted pixel colours, inbetween each waitvid, which is helpful with it being fat pixels, as I don't think it'd be fast enough for 320x200 ( Doug ) but again, I can do a 320x200 16 colour graphics mode, but you'd have to have extra couple of cogs generating the display, so you'd have less than 768 bytes, as you'd also need a buffer for the scanline.
Peter, Nice addition [noparse]:)[/noparse]
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This simple demo shows how easy it is to capture variable sized images from fixed areas of the screen and turn them into sprites which can be identified by an index. Since this is only a quick hack there is still a bug of sorts when sprites collide but the demo gives you an idea on how to animate a game.
Other methods that could be added would animate the sprite in a similar manner to GIFs or simply flip them around. The sprite object could embedded speed and direction which would be handled from a sprite task.
Next step besides bug fixes is to empower the sprite object more as touched upon and also have Mr Heli firing missiles as it is flying along.
Ok, back to work for now.
*Peter*
Just to help you out a tad, what you have to do, is do the RestoreShadow, for all the sprites, then SaveShadow for all the sprites, then draw them [noparse];)[/noparse]
If you want, I can knock up a PASM version that'll run in another cog if you want?
Baggers.
PS, good to see you're having fun with it [noparse]:)[/noparse]
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I cut my teeth on machine code and assembly so you know Baggers, I'm not going to stop you "knocking up" a PASM version either, I know you're really itching to do it mate.
*Peter*
P.S. HEY, haven't you got work to do too!
yeah, it is good that you're doing this in spin, it does help show others how doable things like this are.
Baggers.
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*Peter*
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Any chance you could post that file in .spin format?
I can't seem to open the .aspx format.
Thanks!
OBC
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@Baggers,
Any chance I could talk you into adding a character driver to this?
Something that would be able to import the attached?
(Would make it nice to use trodoss's editor with this!)
Thanks
OBC
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How was the ".BIT" format file created?
OBC
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basically a dos app, give it an 8bit bmp file and it converts it any of the modes for PropGFX, and as Amstrad style modes are included in PropGFX, it works for this driver too [noparse]:)[/noparse]
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Here it is, ( yes OBC, I did say it was soon lol )
It's my graphics converter, which converts 8bit bmp images to raw binary files, depending on what settings you use.
It's a windows dos command line app [noparse];)[/noparse] basically you give it a filename ( with no extention )·8bit filename
eg:-
bmp8toLite mrheli.bmp -amsbitmap16
That will make the .bit file, and a .pal file. as long as you're bmp is an 8bit bmp.
Any troubles with it, get me on here, and post your bmp, so I can try it, and explain what you forgot, or what I didn't allow for lol.
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