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Author Topic: Tilemap.library  (Read 1317 times)

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SamuraiCrow

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Tilemap.library
« on: August 19, 2015, 12:00:00 PM »

Step 1:  Convert ScrollingTrick sources to shared library.
Step 2:  Add BOB/VSprite support with multi-region clipping.  (This is NOT optional because the ScrollingTrick algorithm introduces a Copper seam that allows wrap around from the bottom to the top of the screen buffer to save Chip RAM.)
Step 3:  switch Copper handler to allow rainbows
Step 4:  make Amos extension as frontend and create simple examples
Step 5:  AGA version of the same
Stretch goal 1:  add TOME features like animated tile support and multi-tile Briks, then update the extension and make example AMOS codes to demonstrate the capabilities
Stretch goal 2:  CPU blitting for Fast RAM tile access and faster BOBs on 68020+ while possibly adding PowerBobs extension compatibility
Stretch goal 3:  Adapt to allow tiled dual playfield support
Stretch goal 4:  sidebar “screen” support using sprite hardware
Stretch goal 5:  Mesa version for AROS graphics card users
Stretch goal 6:  MiniGL/TinyGL version for NextGen Amiga-like systems without requiring an emulator
Stretch goal 7:  OpenGL/latest Mesa version for Mac/Linux/Windows systems (depends on stretch goal 5 or 6 being met successfully).

URL is https://github.com/SamuraiCrow/tilemap.library if you want to donate on http://www.bountysource.com/.
« Last Edit: August 19, 2015, 12:05:16 PM by SamuraiCrow »
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SamuraiCrow

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Re: Tilemap.library
« Reply #1 on: September 09, 2015, 03:35:13 PM »

Stretch goal #4 is looking more and more like a separate project so I'm going to consider it as such.

  • SpriteFX.library will allocate Chip RAM buffers and link to them in a "SpritePort" structure that will be like a cross between a SimpleSprite and narrow ViewPort with linked regions so that sprites may be stacked side-by-side for greater width.
  • Support will be there for 2 and 4 bitplane sprites.
  • The command rows needed for the sprite support will be added during display and removed during blitting in order to allow super-bitmap vertical scrolling of taller than screen-size images.
  • Interlace support via the Copper lists and separate buffers for odd and even pixels.
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