The machine code showed only the part of
11015 defusr1 = sx 11020 out &h63,peek(&hf39c) 'r32 11030 out &h63,peek(&hf39d) 'r33
I did not try to make an USR, I kept a pure BASIC demo because it is fast enough.
when I saw the compilers style, I understand why there is whining of running out of code space.
that would need discussion about game engine coding.
Why not use inline asm in basickun?
The machine code showed only the part of
11015 defusr1 = sx 11020 out &h63,peek(&hf39c) 'r32 11030 out &h63,peek(&hf39d) 'r33
I did not try to make an USR, I kept a pure BASIC demo because it is fast enough.
when I saw the compilers style, I understand why there is whining of running out of code space.
that would need discussion about game engine coding.
or, we need a better compiler. one that could compile the BASIC source code.
Hello, I just compilated everything I have been gathering for the last copule of months related to gfx9000
This includes the powerbasic demos, many other demos, gbasic, a lot of utilities, libraries, documentation, x-tasy, battle bomber...
Here is a "mega" link to download the rar file:
I hope this is of any help to anyone.
PS: Sorry if there are some things repeated in the compilation, I did not do a very extensive check in order to avoid repeated contents.
Hello V9990 enthusiasts!
I am having some trouble figuring out how color palletes are used on P1 and P2 video modes. According to the Application Manual, there are 4 palletes of 16 colors available for both P1 and P2 modes. But I could not figure how I select a pallete to use, neither if I can use more than one on the same screen. I suspect that I could use at least one pallete for each Layer. I already know that I can select either pallete for either sprite (bits SC4 and SC5 from sprite attribute table), and there are some info about bits "PLT2" and "PLT3", that suggests that I could use two palletes on each P1 mode layer (and all four of them on P2 layer depending on something that I could not understand at all). But HOW?
the low 4 bits in R#13. maybe 2 selector bits per layer.
the low 4 bits in R#13. maybe 2 selector bits per layer.
And what do I expect as result of messing with these?
I made a quick test in emulator. changing those bits made the layers flip to different colors.
things got white coz I didnt bother to init all palette registers.
so. it smells like there are the layer palette selector bits that you wanted.
There is 4 palettes of 16 colors each.
R#13, bits 0 and 1 selects which palette is used for plane A
R#13, bits 2 and 3 selects which palette is used for plane B
Each sprite has 4 attributes: Y,pattern,X and additional information. Bits 6 and 7 in the last byte (additional information) selects the palette used in sprite.
So, you can use, i.e., the same palette for planes A and B and all sprites (only 16 colors in screen), or at the other end, one palette for plane A, other for plane B and the four pallettes for sprites. (64 colors)
The only difference with P2 is the distribution of colors in plane A (the only one available)
Each tile has 8 points in horizontal.
The palette of pixels 0,1,4 and 5 are controlled by bits 0 and 1 in R#13
The palette of pixels 2,3,6 and 7 are controlled by bits 2 and 3 in R#13
I guess the most comfortable to work with P2 mode is to use the same palette for the whole tile, because I don't know how you might take advantage of that feature.
Sprites behavior is the same as P1 mode