Also, I developed a fast graphics library called AsciiPixels. It is
callable from BASIC and allows you to define images using BASIC
strings. Then it uses the accompanying .CO with calls to plot the
defined graphic "sprites" at specific X,Y locations. I had posted a
preliminary copy in my Personal Libraries section a few years back (it's
still there).
Ken
On 12/30/20 12:22 AM, Philip Avery wrote:
I make use of direct-LCD driver programming in my Solitaire port to
M100. It's a Basic program that has a partnered .CO program which
displays the cards. You can find it here:
http://club100.org/memfiles/index.php?&direction=0&order=&directory=Philip%20Avery
Bear in mind this is a mostly Basic program, but when the card starts
to be drawn, it is pretty much instant. This was a huge improvement
over using the ROM Set routine which does a single pixel at a time.
I presume you're conversant in 8085 assembly language as there are
considerations in moving a sprite anywhere on the screen. I can
provide the source to SOLCR3.CO if you so desire.
Philip
On 30/12/2020 1:33 pm, Hiraghm wrote:
Awhile back, someone in the list was talking about fast display
routines for the Model T.
I know the LCD is slow in displaying graphics, but I was wondering if
anyone could share some assembly language examples of fast display
writes. The Model T doesn't have a bitmap mode, and even if it did,
screen writes would still be slow.
I was watching this video by the 8-bit guy concerning his new "Attack
of the PETSCII Robots" game, where he explained redefining characters
to make the graphics for the PET, Vic-20 and C64.
Attack of the PETSCII Robots part 2
<https://www.youtube.com/watch?v=6d-B9_iwcl8>
I'm pretty sure you can't do that with the Model T unless you have a
REX, and maybe not even then.
Now, the Model T does have graphics characters, but to move a
"sprite" on the screen smoothly would involve, I believe, a lot of
calculation as to what graphics characters to use and when.
I've limited my game ambitions thus far to text or strategy (Oregon
Trail rewritten to "Organ Trail"; a port of a C64 Master of Orion
type game, "Reach for the Stars", which used * for stars). Still
working on both).
But that game of his makes me want to do more graphical games without
substituting ascii characters a la rogue.
Even a 4 character sprite rather than the 9 characters he uses would
be good if it could be written fast enough.
Being able to create a condense font as view80 does would also be
very handy.
So I'm hoping someone out there has learned some tricks for quick
graphics?
I'm reading the Hidden Powers book, but am still scratching my head a
bit about writing to the display.
Thanks for any info or advice.