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 Post subject: hi amiga friens
PostPosted: Wed Nov 18, 2009 7:06 pm 
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Joined: Mon Nov 09, 2009 3:51 pm
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Location: france (21)
hi all

with the renew of our demo team, i was asking myself
about in ecs, manipulating bitplanes as one for scrolling
another for an effect, another for the menu

my question isn't well asked but i hope to be understood :oops: :oops:

best regards to all

steff


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 Post subject: Re: hi amiga friens
PostPosted: Wed Nov 18, 2009 8:57 pm 
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Joined: Sat Feb 19, 2005 2:46 pm
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Location: Pas-de-Calais, France
in dual playfield, you can only manipulate odd and even bitplanes independantly; add to this that you can cheat with the copper on a line basis (less than in fact).


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 Post subject: Re: hi amiga friens
PostPosted: Fri Nov 20, 2009 12:08 am 
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thanx a lot

:)


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 Post subject: Re: hi amiga friens
PostPosted: Sat Nov 21, 2009 1:56 pm 
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hello again

as a noob grrrr i didn't found the answer well the command
on my purbasic book

can you tell me the command ?

best regards

steff


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 Post subject: Re: hi amiga friens
PostPosted: Sat Nov 21, 2009 3:24 pm 
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I don't know, I'm only talking about the hardware possibility. The OS can do that too, but I don't remember how. You'll have to download some system amigaguides ;)


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 Post subject: Re: hi amiga friens
PostPosted: Fri Dec 11, 2009 6:40 pm 
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hello sir :)

bonjour bonjour let's speak english

amiga version of pure basic only work with
os3.9 version of amiga forever for me but
well, seen a good written bitplanes by bitplanes
description and ready up to finally make our
musik disk

thanx a lot

steff


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 Post subject: Re: hi amiga friens
PostPosted: Fri Jan 29, 2010 12:02 am 
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here a smal test

Code:
; ***********************************************
;         setting bits in a bitplane
;         by xp^trs  ...amiga rulezZ
; ***********************************************
InitBitMap(0)   ; We will need 1 bitmap...
InitScreen(0)   ; ... and 1 screen
AllocateBitMap(0,320,256,2)  ; Create our bitmap

OpenScreen(0, 320, 256, 2, 0) ;
UseBitMap(0)
 *bmappointer=BitMapID()
 
; For understand this
; the BitMapID() command returns the os bitmap-structure:
; offset 0 (word) - bytes per row
; offset 2 (word) - rows
; offset 4 (byte) - systemflags
; ...
; offset 8 (long) - the adress of the first bitplane in chipram!
; offset 12(long) - the 2nd bitplane
; .....
;
; we catch the planepointers from memory:

*plane1ptr.l=PeekL(*bmappointer+8)
*plane2ptr.l=PeekL(*bmappointer+12)

; now we can write directly in the bitplanes by using
; the pokeb command
;  Pokeb(*plane1ptr+position,%00100000)
;          plane    position    >pixel number 3 from position

; we write an "E" on the first bitplane
PokeB(*plane1ptr+1  ,%11111111)
PokeB(*plane1ptr+81 ,%11000000)
PokeB(*plane1ptr+121,%11000000)
PokeB(*plane1ptr+201,%11111100)
PokeB(*plane1ptr+241,%11000000)
PokeB(*plane1ptr+321,%11111111)

  Repeat
    VWait()
    ShowBitMap(0,ScreenID(),0,0)

    mb.w = mousebuttons()
  Until mb.w = 1
End      ; Finish the program and free all stuffs.


..but..bitmapscolling or bitplane operations under OS are extreme slow

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