My AMD X2 4850e is history, this means, something bad happen. The mainboard
was fu**ed up. It freezes after hours to minutes. Currently replaced that
with ASRock 990FX Extreme 4 (because it has a floppy connector), AMD FX
6100 and 8 GB DDR3 RAM. Just need reinstallation of Windows and restore my
development enviroment. Also my grandmother died 3th januar 2012, so at
moment I have other problems. Also my Spectrum game "Quest for Witchcraft"
need some bugfixing.
Please stop pesting me about BMP2SCR. It will be ready when finished.

LCD

2012/1/12 Roger Jowett <[email protected]>

> help i have tried every older version of bmp2scr please are you
> working on it? it asks for a file input at the start i cant enter
> simple 512x384 avi files into it i have modified them with virtual dub
> i would have a shed load up on toob by now if it worked the more the
> merrier etc?
> anyone contact lcd to get it to work please:-
>
> Leszek Chmielewski <[email protected]>
>
> i just want to see one mode 3 interlaced animation working even if we
> never have an dma hi density mb-02+ style interface for sam or a ula+
>
> On 30/05/2011,  wrote:
> > That is how delta compression (in Retro-X) works. It stores the
> difference
> > between two screens in s interleaved sequence of unchanged and changed
> byte
> > sequences (omniting 1 and 2 unchanged bytes so save more space and gain
> > speed, so copy them to screen even if unchanged).
> > You can store e.g.:
> > 50 bytes are unchanged, so skip these 50 bytes by increase pointer of
> > current screen adress by 50
> > 14 bytes are changed, so copy these 15 bytes from memory to screen
> > 96 bytes are unchanfged, skip!
> > 67 bytes are changed, copy...
> > You can see, it is primitive, but allows to store many frames if there
> are
> > only small differences. You even do not need a flag byte becaues it is
> > always the same sequence: Skips with size data and blits with size data
> and
> > bytes data.
> > I wrote a decoder for Spectrum only (allowing ca 50 fps if the frame
> size is
> > below 2 kb), but I cannot code that good on SAM in Assembler, with all
> the
> > bank management. I think, the SAM can display 50 FPS Delta animations
> with
> > frame size of 3 KB (166 Frames stored on SAM 512=3.25 seconds animation
> at
> > 50 FPS) or 6.5 Seconds at 25 FPS. At 10 FPS (still fluid, 16,5) Seconds
> can
> > be stored)
> >
> > Best regards
> > LCD
> >
> >
> >
> > 2011/5/30 Stefan Drissen <[email protected]>
> >
> >> All you need are the differences (without compressing anything). Instead
> >> of
> >> saving raw screen$ data, you generate the difference between two frames
> as
> >> optimized machine code that only updates the screen addresses that need
> >> updating. There is a tipping point at which it would be quicker to
> simply
> >> refresh the entire screen. You may also want to insert entire screen
> >> refreshes every X frames to allow a fast forward.
> >>
> >> This cannot be that difficult.
> >>
> >> Regards,
> >>
> >>
> >> Stefan
> >>
> >> -----Original Message-----
> >> From: [email protected] [mailto:[email protected]]
> On
> >> Behalf Of Roger Jowett
> >> Sent: zaterdag 28 mei 2011 01:56
> >> To: [email protected]
> >> Subject: Re: Loading stuff from machine code with the ROM functions
> >>
> >> ok this is it my last daft email to the gang of 4!
> >> please
> >> as i dont have a clu
> >> if masterbasic compresses a screen when it saves it
> >> what would happen if you take two screens from my animation
> >> if you compress them both and look at teh two compressed screen fils
> >> surely the difference between teh two comrepssed screens is teh tiny
> >> onscreen difference between one screen$ and teh next - no i didnt
> >> think so either but still clutching at straws is fun
> >> surely once you have decompresed teh first screen the rest only really
> >> need to be the tiny differences that are made to that first image
> >> though
> >> i realise ol z80b is sturgling to get 4kb into video ram and that is
> >> jsut with copying not reading from a port whichshe has to do to read
> >> teh atom
> >> is there no other way of ziping things up a bit please?
> >>
> >>
> >
>

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