Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Fastest Hires Vector filler
2010-09-10 20:53
Kickback

Registered: Apr 2004
Posts: 97
Fastest Hires Vector filler

I know this has been mentioned somewhere? Or maybe not? Anyhow I was wondering what is the best approach to hires vector filling?

When I say hires, I mean full blown, full screen vectors. I know the ol' xor trick, but doing this on a hires would suck up ALOT of timing? No?

Also is it even POSSIBLE to do a full screen? Or just to take a chuck out of the hires and fill it that way? Kinda the way you do with the 16x16 matrix?

This would seem to eat up alot of time on the hires?

Taking this ever FURTHER, whatever approach is mentioned, would it be possible to use that technique on say a FLI screen? Not as big obviously for obvious reason.

Any takers??? Graham? Krill? Oswald? Ninja??? Anyone???

2010-09-10 21:38
ready.

Registered: Feb 2003
Posts: 441
In my 16x16 chars filled vector part used in Crepuscolo/Level64:

lda #$ff
.......
sta addr x
sta addr x+1
sta addr x+2
........

the code would draw the border lines first and then set some JMPs and RTSs in the middle of the code above (self modifing code). The same code above is also used to clear the screen by setting lda #0. But when the screen is cleared all the sta addr are executed, not just parts of them, as it occurs when filling with #$ff

Maybe same approach could be used with bitmap fullscreen, but then the code would be a lot bigger, maybe too much. Maybe using sta addr, x.

2010-09-11 05:18
Madhead

Registered: Sep 2004
Posts: 18
if spritefilling counts check Snapshot
2010-09-11 08:20
Oswald

Registered: Apr 2002
Posts: 5017
Quote: if spritefilling counts check Snapshot

and read the note on how its done.
2010-09-11 09:14
enthusi

Registered: May 2004
Posts: 675
For a HiRes bitmap you could probably speed up things if you 'somehow' check for filled areas of boxed shape and merely set the colmap accordingly. So you clean the bitmap with 00 and when you need a filled 8x8 block merely set the colmap to its inverse. The pixel based drawing would be limited to the rims of the filled area...
However I wouldnt know how to implement such thing :-)
2010-09-11 10:28
Oswald

Registered: Apr 2002
Posts: 5017
you dont need any special shape, just set both color nibbles.
2010-09-12 21:09
PopMilo

Registered: Mar 2004
Posts: 145
Quote: if spritefilling counts check Snapshot

That is a brilliant idea!!!

And I thought I knew everything about Vic possibilities... :(

I wonder what other effects are possible using similar sprite manipulation?
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Martinland
Electric/Extend
Mike
CA$H/TRiAD
Alakran_64
Sentinel/Excess/TREX
St0rmfr0nt/Quantum
aNdy/AL/Cosine
eryngi
Guests online: 69
Top Demos
1 Next Level  (9.8)
2 Mojo  (9.7)
3 Coma Light 13  (9.7)
4 Edge of Disgrace  (9.6)
5 Comaland 100%  (9.6)
6 No Bounds  (9.6)
7 Uncensored  (9.6)
8 Wonderland XIV  (9.6)
9 Memento Mori  (9.6)
10 Bromance  (9.5)
Top onefile Demos
1 It's More Fun to Com..  (9.7)
2 Party Elk 2  (9.7)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.5)
5 TRSAC, Gabber & Pebe..  (9.5)
6 Rainbow Connection  (9.5)
7 Wafer Demo  (9.5)
8 Dawnfall V1.1  (9.5)
9 Quadrants  (9.5)
10 Daah, Those Acid Pil..  (9.5)
Top Groups
1 Nostalgia  (9.3)
2 Oxyron  (9.3)
3 Booze Design  (9.3)
4 Censor Design  (9.3)
5 Crest  (9.3)
Top Graphicians
1 Sulevi  (10)
2 Mirage  (9.8)
3 Lobo  (9.7)
4 Mikael  (9.7)
5 Archmage  (9.7)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.062 sec.