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Forum Index : Microcontroller and PC projects : Micromite eXtreme 5.04.13: Sprites
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| matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 10569 |
Please find attached MMX 5.04.13. This contains the full sprite implementation as per various recent threads: For 100/144 pin parts: 2018-02-08_232358_MMX5.04.13.zip and for 64-pin parts: 2018-02-08_232448_MMX645.04.13.zip and the updated manual: 2018-02-08_232516_Micromite_eXtreme_Manual.pdf |
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| Heidelberg Newbie Joined: 22/01/2018 Location: AustraliaPosts: 13 |
Great work - your productivity never ceases to amaze. I see from the manual that sprites are loaded in from RGB888 PNG images. If I'm using a VGA display for output will these sprites be displayed RGB111 by converting any non-zero RGB values (in the PNG) to 1? |
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| matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 10569 |
The code uses a level of 0x78 as a cut off between on or off |
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| Heidelberg Newbie Joined: 22/01/2018 Location: AustraliaPosts: 13 |
Great, thanks for that Just two more questions regarding the micromite extreme. Is it possible from basic to POKE data directly into the colour planes? Cfunctions. Is it true that Cfunctions are a 'no go' on the MMX devices dues to some technical difficulties? |
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| matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 10569 |
You can in theory poke into the graphics memory but because it is double buffered it won't work easily. Also the structure is not obvious so it will be slower than using the built in routines Cfunctions do work but there are all sorts of tricks needed depending on the requirement so it is impossible to document a single standard approach. This is because of a compiler change that was intended to make position independent code easier but for our purposes makes it harder. |
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