Cybearg Posted October 12, 2014 Share Posted October 12, 2014 (edited) Would it be possible to add functionality to the standard kernel that allows one to define a "texture" for playfield pixels for each playfield row? By "textured," I mostly mean instead of drawing a solid pfpixel, it would, say, skip drawing every other line (creating a sort of ladder look) or skip drawing every 4 pixels (creating kind of a brick look), or something along those lines? I've seen it done in games made with raw Assembly, but could this be a feature added to the standard kernel or is there simply not enough time during hblank to apply a texturing based on a table like so? pftexture: 0 ' 0 = solid pfpixel 0 0 8 ' 8 = ladder pfpixel 8 8 64 ' 64 = brick pfpixel 64 128 ' 128 = drawing every other pixel pfpixel 0 8 0 end Edited October 12, 2014 by Cybearg Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 13, 2014 Share Posted October 13, 2014 The DPC+ Kernel lets you create very detailed playfields. Quote Link to comment Share on other sites More sharing options...
Cybearg Posted October 13, 2014 Author Share Posted October 13, 2014 The DPC+ Kernel lets you create very detailed playfields. Point. I wanted to avoid DPC+ because of the extra costs of a DPC+ board. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 13, 2014 Share Posted October 13, 2014 Point. I wanted to avoid DPC+ because of the extra costs of a DPC+ board. As far as I know, without DPC+, you have to use pfheights with the standard kernel to mess with the height of playfield pixels or you can have up to 32 rows with Superchip RAM. Quote Link to comment Share on other sites More sharing options...
Cybearg Posted October 13, 2014 Author Share Posted October 13, 2014 Yeah... The problem comes in the sacrifice of pfheights for pfcolors. If only there was a way to sacrifice the ball or something for the ability to use pfheights and pfcolors together. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 13, 2014 Share Posted October 13, 2014 Yeah... The problem comes in the sacrifice of pfheights for pfcolors. If only there was a way to sacrifice the ball or something for the ability to use pfheights and pfcolors together. There is this old thread: atariage.com/forums/topic/112423-pfcolors-and-pfheights-together-in-ram/ Quote Link to comment Share on other sites More sharing options...
Cybearg Posted October 13, 2014 Author Share Posted October 13, 2014 Awesome, thanks! Now to try getting it to work... Quote Link to comment Share on other sites More sharing options...
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