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  3. I want to do some more stuff with Apricot graphics.

I want to do some more stuff with Apricot graphics.

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aprilcot
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  • elithebearded@fed.qaz.redE elithebearded@fed.qaz.red

    @bytex64

    Is it really a sprite if it's not in hardware? Otherwise it's just sparkling pixels

    drj@typo.socialD This user is from outside of this forum
    drj@typo.socialD This user is from outside of this forum
    drj@typo.social
    wrote last edited by
    #26

    @elithebearded @bytex64 "hardware sprites" is a term of art, so i'm gonna go with Yes.

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    • bytex64@awesome.gardenB bytex64@awesome.garden

      So it's a little convoluted, but it does make it simple to interleave lots of 8089 programs running under the supervision of different parts of the system. You just wait for a channel to not be busy, load the CCB with the address of your own CPB, and let 'er rip. If a higher priority task needs a channel but one is not available, it can pause a running task, save the CCB info, swap in its own task, run that, swap the old one back in, and continue it. AFAIK nothing in the Apricot system does this, and it's probably moot anyway since the way the 8089 is implemented shares the bus with the CPU, so the 8086 can't make much progress while the 8089 is running, anyway.

      Apricot typically uses channel 1 for the floppy drive controller. I've read somewhere that channel 2 is used by the Winchester controller, but as far as I've seen in the emulated system, that's not the case. I've also read that the system will run without an 8089, so probably there are some Apricots out there without them.

      #Aprilcot

      drj@typo.socialD This user is from outside of this forum
      drj@typo.socialD This user is from outside of this forum
      drj@typo.social
      wrote last edited by
      #27

      @bytex64 as i understand it, this is quite similar to how the DSP in the N64 gets shared between pixel rasterising of triangles and mixing sound samples: every 5ms (that is, more than once a frame) the regular "pixel blatting" microcode in the DSP gets replaced with "audio mixing" and run.

      bytex64@awesome.gardenB 1 Reply Last reply
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      • bytex64@awesome.gardenB bytex64@awesome.garden

        I want to do some more stuff with Apricot graphics. See, the thing is, these computers don't really _have_ graphics. What they have is a character mode with 16x16 pixel cells. Every pixel is addressable, but every pixel exists inside redefinable character memory, so you have to know where the particular character is in memory to modify its pixels. Which means there's different ways you can map the "characters" to the screen.

        I had originally set this up in the usual way, with each cell following the next in rows and columns. But I realized much later that if you arrange the character cells in columns, every column becomes a contiguous region of 16-bit words. The math becomes simpler, and the whole thing runs faster.

        #Aprilcot

        sverx@mastodon.gamedev.placeS This user is from outside of this forum
        sverx@mastodon.gamedev.placeS This user is from outside of this forum
        sverx@mastodon.gamedev.place
        wrote last edited by
        #28

        @bytex64 is there some place where I can read the operations you're doing? or the source code? thanks! ๐Ÿ˜„

        bytex64@awesome.gardenB 1 Reply Last reply
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        • elithebearded@fed.qaz.redE elithebearded@fed.qaz.red

          @bytex64

          Is it really a sprite if it's not in hardware? Otherwise it's just sparkling pixels

          menos@todon.euM This user is from outside of this forum
          menos@todon.euM This user is from outside of this forum
          menos@todon.eu
          wrote last edited by
          #29

          @elithebearded Sparkling sugar water or pixels, that's the question.
          @bytex64

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          • bytex64@awesome.gardenB bytex64@awesome.garden

            I want to do some more stuff with Apricot graphics. See, the thing is, these computers don't really _have_ graphics. What they have is a character mode with 16x16 pixel cells. Every pixel is addressable, but every pixel exists inside redefinable character memory, so you have to know where the particular character is in memory to modify its pixels. Which means there's different ways you can map the "characters" to the screen.

            I had originally set this up in the usual way, with each cell following the next in rows and columns. But I realized much later that if you arrange the character cells in columns, every column becomes a contiguous region of 16-bit words. The math becomes simpler, and the whole thing runs faster.

            #Aprilcot

            spodlife@sunny.gardenS This user is from outside of this forum
            spodlife@sunny.gardenS This user is from outside of this forum
            spodlife@sunny.garden
            wrote last edited by
            #30

            @bytex64
            I am always tickled when column graphics, like wallpaper, are rediscovered.

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            • drj@typo.socialD drj@typo.social

              @bytex64 as i understand it, this is quite similar to how the DSP in the N64 gets shared between pixel rasterising of triangles and mixing sound samples: every 5ms (that is, more than once a frame) the regular "pixel blatting" microcode in the DSP gets replaced with "audio mixing" and run.

              bytex64@awesome.gardenB This user is from outside of this forum
              bytex64@awesome.gardenB This user is from outside of this forum
              bytex64@awesome.garden
              wrote last edited by
              #31

              @drj Oh thatโ€™s interesting. ๐Ÿ™‚

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              • sverx@mastodon.gamedev.placeS sverx@mastodon.gamedev.place

                @bytex64 is there some place where I can read the operations you're doing? or the source code? thanks! ๐Ÿ˜„

                bytex64@awesome.gardenB This user is from outside of this forum
                bytex64@awesome.gardenB This user is from outside of this forum
                bytex64@awesome.garden
                wrote last edited by
                #32

                @sverx Not at the moment, but Iโ€™ll try to publish the source at the end of the month.

                bytex64@awesome.gardenB 1 Reply Last reply
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                • bytex64@awesome.gardenB bytex64@awesome.garden

                  @sverx Not at the moment, but Iโ€™ll try to publish the source at the end of the month.

                  bytex64@awesome.gardenB This user is from outside of this forum
                  bytex64@awesome.gardenB This user is from outside of this forum
                  bytex64@awesome.garden
                  wrote last edited by
                  #33

                  @sverx Oh, I do also have some code up for the game I made last year: https://git.bytex64.net/where-is-owl/

                  No sprites or complex graphics, though. That oneโ€™s just character cell manipulation.

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                  • bytex64@awesome.gardenB bytex64@awesome.garden

                    I want to do some more stuff with Apricot graphics. See, the thing is, these computers don't really _have_ graphics. What they have is a character mode with 16x16 pixel cells. Every pixel is addressable, but every pixel exists inside redefinable character memory, so you have to know where the particular character is in memory to modify its pixels. Which means there's different ways you can map the "characters" to the screen.

                    I had originally set this up in the usual way, with each cell following the next in rows and columns. But I realized much later that if you arrange the character cells in columns, every column becomes a contiguous region of 16-bit words. The math becomes simpler, and the whole thing runs faster.

                    #Aprilcot

                    davbucci@mastodon.sdf.orgD This user is from outside of this forum
                    davbucci@mastodon.sdf.orgD This user is from outside of this forum
                    davbucci@mastodon.sdf.org
                    wrote last edited by
                    #34

                    @bytex64 nice! It kind of reminds me of the VIC20 hires mode.

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                    • bytex64@awesome.gardenB bytex64@awesome.garden

                      Part of the magic of what's happening in the assembly above is upon task start, the address of the Channel Parameter Block gets loaded into the PP register in the 8089. It makes it very handy to reference any of those parameters, and the 8089 code doesn't need to know ahead of time where your parameters are. IIRC all the call/jump instructions are signed displacement, so the code is fairly naturally position-independent as well.

                      bytex64@awesome.gardenB This user is from outside of this forum
                      bytex64@awesome.gardenB This user is from outside of this forum
                      bytex64@awesome.garden
                      wrote last edited by
                      #35

                      Guess who found a bug in MAME? Getting my ducks in a row here, this is just doing a pointer load so I can get the address of the pixels I want to copy, then copying something from that memory to the X and Y parameters.

                      lpd ga, [pp].8
                      mov gb, [ga].4
                      mov [pp].4, gb
                      mov [pp].6, [ga].6
                      hlt

                      The first one is done by MOVing into the GB register first, then from GB to memory. The second one uses the 8089's memory-to-memory MOV. And it turns out MAME's 8089 core doesn't implement mem-mem MOV correctly, leaving zero in the Y parameter instead of 7. I thought I was going mad!

                      #Aprilcot

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                      bytex64@awesome.gardenB 1 Reply Last reply
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                      • bytex64@awesome.gardenB bytex64@awesome.garden

                        Guess who found a bug in MAME? Getting my ducks in a row here, this is just doing a pointer load so I can get the address of the pixels I want to copy, then copying something from that memory to the X and Y parameters.

                        lpd ga, [pp].8
                        mov gb, [ga].4
                        mov [pp].4, gb
                        mov [pp].6, [ga].6
                        hlt

                        The first one is done by MOVing into the GB register first, then from GB to memory. The second one uses the 8089's memory-to-memory MOV. And it turns out MAME's 8089 core doesn't implement mem-mem MOV correctly, leaving zero in the Y parameter instead of 7. I thought I was going mad!

                        #Aprilcot

                        Link Preview ImageLink Preview Image
                        bytex64@awesome.gardenB This user is from outside of this forum
                        bytex64@awesome.gardenB This user is from outside of this forum
                        bytex64@awesome.garden
                        wrote last edited by
                        #36

                        It's honestly kind of weird that this doesn't work, because MAME also includes an emulation for the iSBC 215 disk controller, which also uses the 8089. Maybe it doesn't work either. ๐Ÿ˜

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