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Forum Index : Microcontroller and PC projects : Micromite eXtreme 5.04.13: Sprites

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matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10569
Posted: 01:25pm 08 Feb 2018
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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

 
Heidelberg
Newbie

Joined: 22/01/2018
Location: Australia
Posts: 13
Posted: 01:59am 20 Feb 2018
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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?
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10569
Posted: 07:31am 20 Feb 2018
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The code uses a level of 0x78 as a cut off between on or off
 
Heidelberg
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Joined: 22/01/2018
Location: Australia
Posts: 13
Posted: 08:38am 20 Feb 2018
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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?
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10569
Posted: 08:48am 20 Feb 2018
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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.Edited by matherp 2018-02-21
 
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