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Forums > C64 Coding > Stacking multicolour layers in assembly
2024-02-15 22:20
Krill

Registered: Apr 2002
Posts: 2997
Stacking multicolour layers in assembly

Consider 3 single-coloured multicolour layers, such that, e.g.,

00 or 01 - layer 1
00 or 10 - layer 2
00 or 11 - layer 3 (with 00 being background or transparent).

Now, how to merge them, rendering one over/on top of the other (no "glenz"-like colour blending, particular layer ordering isn't important as long as any kind of priority regime is preserved, and background/transparent may not be 00) using only binary arithmetic or other primitives, but no lookup tables?

With the above example, it's some kind of max operation on bitpairs, with something like
  |00 01 10 11
--------------
00|00 01 10 11
01|01 01 10 11
10|10 10 10 11
11|11 11 11 11
but this doesn't seem to map very well to the 6502's operations. =)
 
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2024-03-11 15:26
Oswald

Registered: Apr 2002
Posts: 5103
Quote: Quote:
3 chessboards means 6 layers

?


dawnfall chessboard is made of 2 rotating stripe layers, which are perpendicular to eachother. you need 6 load operations to make 3 chessboards this way. Krill called 1 stripe layer a layer :)
2024-03-11 15:35
Krill

Registered: Apr 2002
Posts: 2997
Quoting Oswald
dawnfall chessboard is made of 2 rotating stripe layers, which are perpendicular to eachother. you need 6 load operations to make 3 chessboards this way. Krill called 1 stripe layer a layer :)
I differentiate between "stripe layers" (half checkerboards) and "pixel layers" (full checkerboards), admittedly somewhat confusingly.

Anyways, in 4x4 there'd be no speed problem, and with a Dawnfall-like 16x16 multicolour tiles square, there are also techniques to make it somewhat smoother despite a low overall framerate.
2024-03-11 16:39
Oswald

Registered: Apr 2002
Posts: 5103
"3 stacked rotating zooming checkerboards "

so what does this mean? 3 chessboard or 3 stripes ?

looks good on other system? you mean smth like 2nd reality? could emulate amiga bitplane motion "blur", yeah that would look ace, but needs high fps.

4x4 is also $0800 bytes fullscreen like a 16x16 char matrix.
2024-03-11 17:08
Krill

Registered: Apr 2002
Posts: 2997
Quoting Oswald
"3 stacked rotating zooming checkerboards "

so what does this mean? 3 chessboard or 3 stripes ?
Which part of "checker""board" do you not understand? Forget the silly stripes for once, okay? :)

Quoting Oswald
looks good on other system? you mean smth like 2nd reality? could emulate amiga bitplane motion "blur", yeah that would look ace, but needs high fps.
Like the classic 2.5-D flight through the holes of checkerboards, but with added rotation about the depth axis.

Quoting Oswald
4x4 is also $0800 bytes fullscreen like a 16x16 char matrix.
$03e8 = 1000 bytes for 3+1 colours.
2024-03-11 18:26
Oswald

Registered: Apr 2002
Posts: 5103
and which part of this question you did not understand?

"you mean flying through 3 level deep rotating chessboards?"

because answering "you are using confusingly stripes and chessboards" is not an answer to this yes/no question.

frankly its totally pointless and tiresome to conversate with you, you are just looking for argumentative victory points, instead of exchanging information.

I must admit Its a thing I am guilty of myself aswell, maybe I am just looking at a mirror here.
2024-03-11 21:01
chatGPZ

Registered: Dec 2001
Posts: 11433
lol
2024-03-11 23:54
Krill

Registered: Apr 2002
Posts: 2997
Quoting Oswald
frankly its totally pointless and tiresome to conversate with you, you are just looking for argumentative victory points, instead of exchanging information.
You might confuse me with somebody else, and i wasn't aware it's a competition, even after you brought up "you win" a couple of posts above. :)

Anyways, as for some information (or hints thereof): Some back-of-the-envelope calculations i made a while ago seem to indicate (if i interpret them right) that it's quite possible to get a decent frame-rate, by rolling out quite a bit more code and data than Graham could afford in a one-filer, and some eye-fooling partial update techniques.
2024-03-12 01:47
chatGPZ

Registered: Dec 2001
Posts: 11433
That only increases my expectations to see this implemented in your 4k for X :o)
2024-03-12 08:33
Oswald

Registered: Apr 2002
Posts: 5103
Quote: Quoting Oswald
frankly its totally pointless and tiresome to conversate with you, you are just looking for argumentative victory points, instead of exchanging information.
You might confuse me with somebody else, and i wasn't aware it's a competition, even after you brought up "you win" a couple of posts above. :)

Anyways, as for some information (or hints thereof): Some back-of-the-envelope calculations i made a while ago seem to indicate (if i interpret them right) that it's quite possible to get a decent frame-rate, by rolling out quite a bit more code and data than Graham could afford in a one-filer, and some eye-fooling partial update techniques.


I also noticced in other threads you switched into this mode, you are only looking for your argument victory points and not for a meaningful conversation.

And for those points you are right no matter what.

Just look at our last dozen posts, I proposed the doability of 3 layers you say that would be too slow, but your 6 layers, now thats perfectly doable.

LOL
2024-03-12 10:34
Krill

Registered: Apr 2002
Posts: 2997
Quoting Oswald
I also noticced in other threads you switched into this mode, you are only looking for your argument victory points and not for a meaningful conversation.
Please message me next time you notice this (and keep the fuss out of public threads), thanks.
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