I don't afraid it - I going to make a grafically (and, maybe, sonically) enhanced ports of my previous projects, with the same source graphics for backgrounds and sprites. The fonts binary files and palettes code will be only unchanged pieces of GFX. So, for tilemaps will be used 32X layers exclusively.
Yet Another Tilemap and Super Scaler Demo
Moderator: BigEvilCorporation
Re: Yet Another Tilemap and Super Scaler Demo
Re: Yet Another Tilemap and Super Scaler Demo
Then indeed it'd be best to use the string drawing code from D32XR: https://github.com/viciious/d32xr/tree/master/src-md
Re: Yet Another Tilemap and Super Scaler Demo
You mean font.s and piece of m68k_crt1.s below?Vic wrote: ↑Thu Sep 08, 2022 11:36 amThen indeed it'd be best to use the string drawing code from D32XR: https://github.com/viciious/d32xr/tree/master/src-md
Code: Select all
| load font tile data
move.w #0x8F02,(a4) /* INC = 2 */
move.l #0x40000000,(a4) /* write VRAM address 0 */
lea font_data(pc),a0
move.w #0x6B*8-1,d2
7:
move.l (a0)+,d0 /* font fg mask */
move.l d0,d1
not.l d1 /* font bg mask */
andi.l #0x11111111,d0 /* set font fg color */
andi.l #0x00000000,d1 /* set font bg color */
or.l d1,d0
move.l d0,(a3) /* set tile line */
dbra d2,7b
| set the default palette for text
move.l #0xC0000000,(a4) /* write CRAM address 0 */
move.l #0x00000CCC,(a3) /* entry 0 (black) and 1 (lt gray) BGR */
move.l #0xC0200000,(a4) /* write CRAM address 32 */
move.l #0x000000A0,(a3) /* entry 16 (black) BGR and 17 (green) */
move.l #0xC0400000,(a4) /* write CRAM address 64 */
move.l #0x0000000A,(a3) /* entry 32 (black) BGR and 33 (red) */
move.w #0x8174,(a4) /* display on, vblank enabled */
movem.l (sp)+,d2-d7/a2-a6
rts
Re: Yet Another Tilemap and Super Scaler Demo
Yes, along with put_chr, xvprintf, dbug_queue, etc
Re: Yet Another Tilemap and Super Scaler Demo
Let's say, my font binary files attached below. Here is a palette data:
What should I change in the d32xr/src-md/crt0.s text to make load_font refer to the attached files instead of assembly code, and where is the lines responsible for palette data reading?
Code: Select all
$000,$EEE,$000,$EA0,$46C,$04E,$EEE,$EEE,$02A,$CCC,$68E,$AAC,$EEA,$AAC,$EC2,$EC6
- Attachments
-
- fonts.rar
- (3.85 KiB) Downloaded 177 times
Re: Yet Another Tilemap and Super Scaler Demo
Sorry, but you gonna have to get yourself acquainted with low-level coding for the MD in order to get your custom features work. Nobody's going to write your code for you.Tomahomae wrote: ↑Sat Sep 10, 2022 3:52 amLet's say, my font binary files attached below. Here is a palette data:What should I change in the d32xr/src-md/crt0.s text to make load_font refer to the attached files instead of assembly code, and where is the lines responsible for palette data reading?Code: Select all
$000,$EEE,$000,$EA0,$46C,$04E,$EEE,$EEE,$02A,$CCC,$68E,$AAC,$EEA,$AAC,$EC2,$EC6