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- Path: www.cybercity.dk!usenet
- From: ccc6004@vip.cybercity.dk (Hans Henrik Happe)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: doubling pixels horizontally
- Date: 8 Feb 1996 16:40:42 GMT
- Organization: CyberCity of Denmark
- Message-ID: <2991.6612T1034T625@vip.cybercity.dk>
- References: <4f4ibc$gl9@news.cs.tu-berlin.de> <591.6610T1165T2102@login.eunet.no>
- <1045.6611T753T2256@vip.cybercity.dk> <4faoe1$47@sunsystem5.informatik.tu-muenchen.de>
- NNTP-Posting-Host: 194.16.56.145
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP) *UNREGISTERED*
-
-
- Juergen "Rally" Fischer ( fischerj@informatik.tu-muenchen.de ) wrote:
- > In article <1045.6611T753T2256@vip.cybercity.dk>, ccc6004@vip.cybercity.dk
- > (Hans Henrik Happe) writes:
- >|> Organization: CyberCity of Denmark
- >|> Lines: 33
- >|> Message-ID: <1045.6611T753T2256@vip.cybercity.dk>
- >|> References: <4f4ibc$gl9@news.cs.tu-berlin.de>
- >|> <591.6610T1165T2102@login.eunet.no> NNTP-Posting-Host: 194.16.56.105
- >|> X-Newsreader: THOR 2.22 (Amiga;TCP/IP) *UNREGISTERED*
- >|>
- >|>
- >|> Patrick Hanevold ( patrick.hanevold@login.eunet.no ) wrote:
- >|> >>I wonder how to double pixels horizontally without writing
- >|> >>them twice! I've seen this trick in several demos and I
- >|> >>believe that it is just a little trick with the hardware.
- >|> >>I also wonder about another thing:
- >|> >>you may have noticed that there is a "sprite mode" where
- >|> >>the sprite switches from Hires back to Lores and displays
- >|> >>only every second column of pixels! I wonder if this is
- >|> >>possible/will happen for bitmaps too.
- >|>
- >|> > It's in the chunky to planar convertion.
- >|>
- >|> You can also render only every 2nd pixels, mask out those you don't want
- >|> with sprites, and then:
- >|>
- >|> loop
- >|> 1st frame: show pixel 02468... mask out 13579...
- >|> 2nd frame: show pixel 13579... mask out 02468...
- >|> jump loop
- >|>
- >|> In the 2nd frame you shift (scroll) the bitplanes 1 to the right.
- >|> This looks allmost as the real double pixels (Gives very little flicker)
- >|> and you only have to write half as much to the chip mem.
-
- > not really. to change 100 pixels, you got to write 100 words.
- > only fx running 50Hz might work with the trick of writing
- > only 50 pix each frame, but then gfx maybe doesn't look
- > more like 50pix.
-
- A bitmap for this screen would look like this:
-
- ChipMem: 0101010101... ; the '0' representing bitplane 0, '1' bitplane 1
- ^^^^^^^^^^
- Pixel: 0011223344
-
- will be combined this way:
-
- 1st frame:
-
- blp0pt = ChipMem; scroll 1 to the right | 010101010...
- blp1pt = ChipMem |010101010...
- sprite mask: | sbsbsbsbs ; s = see throuth, b = black
-
- 2nd frame:
-
- blp0pt = ChipMem, scroll 2 to the right | 010101010...
- blp1pt = ChipMem scroll 1 to the right | 010101010...
- sprite mask: | sbsbsbsbs ; s = see throuth, b = black
-
- This is actually just like a 2pass scrabeled or 3pass nonscrab. blitterscreen,
- with spritemasks.
-
- >|>
- >|> This effect can be done using only the copper.
-
- > aah, you mean interlaced copperscreen to get more resolution.
- > well. gives 200x256 1x2.
-
- Not copperscreens. You use the copper to change sprite-pos, shifts and double vert. lines
- from frame to frame. Call it double buffered copper if you like.
-
- > IMHO copperscreens are only usefull for demos.
- > use 3pass-c2p ("blitterscreen") or 4pass-c2p for games.
-
- 2pass-c2p 2x2 scrab. 3pass-c2p 2x2 nonscrab. is what
- my blitterscreen can do, the same goes for 2x1.
-
-
- Hans Henrik Happe
- Goat / Sumpen
-
-