| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
Assembly and adding a Picture
Hi All,
I have some assembly code written for ACME assembler. I was just curious how I would add a picture into the code. I got the pause down but I just need a picture to show. Doesn't matter what format. I assume I can change my picture to most formats specified.
This would be great if someone could let me know.
Thanks,
MisterMSK |
|
... 21 posts hidden. Click here to view all posts.... |
| |
NecroPolo
Registered: Jun 2009 Posts: 231 |
Another coding über-noob here. This thread is a great help, all the essential hints and pieces of knowledge, explanations are here.
Although I have passed the part of understanding the way it works recently and hopefully I will be able to make my first simple one-file demo soon - I still appreciate the helpful attitude.
Respect for that, for all of you. That is the way the things should be.
NP |
| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
Quote: or do it the other way round - align the code to the gfx.
This way you save quite some memory to be overwritten:
*=$5c00
hirescolmap
.bin 8002,1000,"gfxfun/rooms2.ip64h"
.dsb 24,0
hiresbitmap
.bin 2,8000,"gfxfun/rooms2.ip64h"
code_start
init_gfx
sei
lda #$06
sta $d020
lda #%00000010
sta $dd00
lda $d011
ora #%00111000 ;enable hires + screen on
sta $d011
lda #%01111000
sta $d018
PS: ip64h is interpaint HiRes - gimp with cbmplugs is able to export to this format ;-)
PPS: you could also put the code inside the 24 byte gap between bitmap and colormap but well....
Just what everyone else said x 1000. Thanks a lot to all. Just a quick question. I tried converting the quoted text acme but I don't know what .dsb is in Acme. Anyone know off the top of there head? |
| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
Also, where do you get the cbm plugin for Gimp? I tried the CBM Plugin Registry with no luck. |
| |
enthusi
Registered: May 2004 Posts: 677 |
http://packages.debian.org/source/lenny/cbmplugs
and .dsb 24,0
means 24 bytes of value 0.
In this case to fill up the gap between 40x25 and 2^10.
Cheers,
enthusi |
| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
Wow! Thanks! |
| |
Aeko Account closed
Registered: Nov 2008 Posts: 1 |
Strager: PERFECT !
I've reading and trying several routines for displaying koala images (exported from Proyect One) and this the one that have worked like a charm to me. The explanation is also very clear.
Thanks, thanks a lot. |
| |
Martin Piper
Registered: Nov 2007 Posts: 722 |
I remember back in the day working out how to do this without any documentation on the file format.
The bitmap portion of the file is 40*25*8 bytes, the colour information is another 40*25*2 bytes. The trick was to use the editor to change one thing, save the file, compare the binary difference. Rinse and repeat until it is understood where the different data is. |
| |
SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Or you can rip the code from Koala Painter :D |
| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
@Stranger
You are great. That works. I can't believe it. I got one final problem. After displaying an image I want to go back to a BASIC TEXT Video mode. I removed the last JMP and I inserted a 3 second pause. I change to the charater set to 21, as well as 23, but I still get the below image. How do you transfer back?
Thanks for All the Help,
MisterMsk |
| |
MisterMSK Account closed
Registered: Jul 2009 Posts: 37 |
Got it. Thanks for all the help.
lda #%00011111
sta $d011 |
Previous - 1 | 2 | 3 | 4 - Next |