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Messages - AMC

Kitty is correct. Clearing a screen using a bitmap is quite slow. Clearing the screen direct is much faster - no copy involved - just direct to memory - Does no-one remember $0a0000 and a bit of "rep stosw" back in the old days, or I am the last of the ASM coders???
2D / Re: BLIT command
Sorry Guys, I should have posted the reply I got from Gernot directly.
Here is his code...

CREATESCREEN 1,101,512,512 // make offscreen 1 512x512 and bind to sprite id 101
USESCREEN 1 // draw to sprite 101, offscreen 1
DRAWRECT 0,0,32,32,RGB(12,12,12) // draw
USESCREEN -1 // draw on back buffer
DRAWSPRITE 101, 55,55 // paste the rendered sprite

Hope my post helped others!

2D / Re: BLIT command
Thanks for all the help guys - sorted it!

BTW PeeJay, if you fancy a look at a remake of Boulderdash (Rock) goto - it is 15 years old and is coded 99% in assembler with a bit of Turbo Pascal to set up the memory model - also the sound doesn't work under XP, as we coded the SB16 directly. (69k download) but it is cool! - Wiki/Google the other (maybe main) coder - Leslie Benzies. R*

Any comments on a 15 year old bit of code would be quite interesting... (My brother & I are thinking of converting it to GLBasic).

2D / BLIT command
Hi, Could I possibly suggest the following command:

blit s1,x1,y1,x2,y2,s2,x,y,m

Where s1 is the source screen and x1,y1,x2,y2 is the part of the bitmap to be copied and s2 is the destination at x,y
(Mainly for the purposes of software scrolling!)
Also a color masking option would be nice like $000000 but $FF00FF seems to be popular these days. :-;


Hi, is there any chance of native Amiga MOD/S3M support in the future?