Thelen Posted January 18 Share Posted January 18 (edited) Hi everybody, In order to (hopefully) show some of the basics of the VBXE blitter capabilities, I made this source where everything is somewhat more documentated and in plain 6502 code. (The pseudo opcodes of Mads are great!) It can be assembled with Mads. At the top of the source you'll have to set the VBXE base adress manually. To assemble the source it also needs the file 'tiles_header_removed.bmp' - this is the stripdown pixeldata version of the Tiles.bmp file which is also in the .zip file. What is blitter? I'll quote @danwinslow from the XDL VBXE tutorial: Quote A blitter is, as was said, a very fast memory transfer unit optimized for video memory targets and sometimes specifically for rectangular arrays of bits. It is intended to move arrays of bits in a 'block transfer' to a destination memory, and it usually has facilities for controlling how the bits get laid into the destination memory - via or, xor, or replacement.It can be used as the core of a 'sprite engine'. but it is not correct to say 'it is the sprite engine'. There still needs to be software wrapped around it that knows what a sprite is, what the color bits in a memory word mean, contains the actual sprite movement and detection logic, etc. Any questions or comments? Feel free to ask! VBXE blitter example.zip Edited January 18 by Thelen typo 6 1 Quote Link to comment Share on other sites More sharing options...
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