A86: Re: Grayscale Sprites


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A86: Re: Grayscale Sprites




I wrote some routines a while back (wow, almost a year ago) that do
grayscale, masking and clipping.  They're not the best since they were my
first attempt and I've never bothered to try again, but they work and are
fairly fast.  Someone posted them on ticalc.org sometime ago it seems:
http://www.ticalc.org/pub/86/asm/source/routines/sprite.asm

You can also try Dux's Zooming Mob Routines, although I can't offer help
with them as I've never used them.  They are highly optimized, and should
work well.

If anyone wants my grayscale routines (IM 1, doesn't take up memory, allows
_get_key, flicker free, four level, contiguous memory, moves stack), let me
know and I'll post them.

> What is the best grayscale sprite routine (speedwise)? I'm trying to use
> the SDR+16 routine from Macross Software, but I can't seem to get it
> working (probably because I'm using invalid grayscale layers). Here's the
> source, in case any of you see anything wrong: (note that it uses the new
> include files from ACZ, and that old86.h is needed by SDR+16)
>
> #include "ti86asm.inc"
> #include "old86.h"
>
> .org _asm_exec_ram
>
> Ww = 1
> Hh = 8
> PAGE1ADDR = $0000
> PAGE2ADDR = $5000
>
> call _clrLCD
> Test:
> ld b, 25
> ld c, 25
> ld hl, Sprite
> ld de, Mask
> call SDR16Plus2
> ; jp Test
> ret
>
> #include "sdr16p86b.h"
>
> Sprite:
> .db %01111110
> .db %11111111
> .db %11111111
> .db %11100111
> .db %11100111
> .db %11111111
> .db %11111111
> .db %01111110
> .db %01111110
> .db %10000001
> .db %10000001
> .db %10011001
> .db %10011001
> .db %10000001
> .db %10000001
> .db %01111110
>
> Mask:
> .db %00000000
> .db %00000000
> .db %00000000
> .db %00000000
> .db %00000000
> .db %00000000
> .db %00000000
> .db %00000000
> .end
>
> Thanks in advance :)
>
> --James
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>



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