[Coco] GIME Scrolling Questions
jdaggett at gate.net
jdaggett at gate.net
Tue Jan 27 09:44:59 EST 2004
Chris
The registers $FF9D and $FF9E are the upper 16 address bits of
the 19 bit memeory address (A18 downto A3). Register $FF9C
lower nibble is the four bits for Vertical scroll.
james
On 27 Jan 2004 at 2:36, Chris Spry wrote:
From: "Chris Spry" <bugster at cedarcomm.com>
To: "CoCoList for Color Computer Enthusiasts"
<coco at maltedmedia.com>
Subject: Re: [Coco] GIME Scrolling Questions
Date sent: Tue, 27 Jan 2004 02:36:18 -0800
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> Nevermind I think. Something hit me in the afternoon to give a try
> with the two GIME registers, so I reprogrammed my test program and low
> and behold the idea worked. Now I got scrolling. Now I just need to
> figure out a way to program it from shifting up a line with the scroll
> (the 2 registers do reset after a full screen has scrolled by, but at
> the reset the screen goes back to the normal area and then jumps up a
> line again....maybe if I start the FF9D really high and lower it along
> with FF9E bit by bit when needed it'll adjust and won't
> happen.....something to try). I would love to get less than 4 pixels
> per scroll movement if possible, but this does work for now and if I
> can't it won't kill me. :)
>
> -Chris
>
> ----- Original Message -----
> From: "Chris Spry" <bugster at cedarcomm.com>
> To: "CoCoList for Color Computer Enthusiasts" <coco at maltedmedia.com>
> Sent: Monday, January 26, 2004 6:14 PM Subject: [Coco] GIME Scrolling
> Questions
>
>
> > Hey guys,
> >
> > Well I've decided to go in a bit of a different direction with
> > MiniHog and will have a quick scrolling game but the gameplay is
> > going to be different than originally planned. I was messing around
> > with the GIME scrolling registers quite a bit on Sunday and could
> > not quite figure them out. I
> was
> > using a standard 320x192x16 screen (HSCREEN 2). I could get the
> > screen to scroll the contents from left to right by poking FF9E and
> > FF9F rather seperately or together in different steps. Usually
> > steps of 1. However when using FF9F (Horizontal Offset Register) it
> > would scroll the screen by four pixels per step (Poking with a value
> > of 0-127 sets the horizontal offset address in a different location
> > at a video location x2 of the value being inputed). It would work
> > up to a point. First off I noticed the oncoming screen would be
> > shifted up by one line but would scroll fine
> until
> > the value going into FF9F went past 48. Once it went past there it
> > would lower the line back down and start showing a different
> > location. I found that out by actually drawing a slope across the
> > screen and then add to
> this
> > slope by 4 horizontal boxes all the way to the left, adding to it to
> > the right after the scroll looking like it's ascending (since the
> > screen
> shifts
> > over by 4 per step). Then after the 48 value it was as if it wasn't
> taking
> > my boxes anymore and just showing some of the original stuff from
> > before.
> I
> > tried FF9E and it seems to work alright, except that it scrolls too
> > much
> too
> > fast for what I need. I tried combining the two poking different
> > values
> and
> > getting odd results depending on what I did. I tried to find the
> > formula
> to
> > make a smooth side scrolling effect adding oncoming new screen data,
> > but can't figure out what this might be if there is one. I image
> > that there
> is
> > one, especially after seeing Sock Master's scrolling/game demo. Can
> anybody
> > possible help me out with this, I'd really like to get this game
> > going in production again.
> >
> > -Chris
> >
> >
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>
>
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