This page (revision-9) was last changed on 03-Feb-2023 15:21 by Gromit 

This page was created on 20-Feb-2010 19:58 by Carsten Strotmann

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Version Date Modified Size Author Changes ... Change note
9 03-Feb-2023 15:21 13 KB Gromit to previous
8 27-May-2011 11:40 13 KB Gromit to previous | to last
7 27-May-2011 11:36 13 KB Gromit to previous | to last
6 27-May-2011 10:21 4 KB Gromit to previous | to last
5 27-May-2011 10:17 4 KB Gromit to previous | to last
4 27-May-2011 10:15 4 KB Gromit to previous | to last
3 26-Jul-2010 09:51 294 bytes Gromit to previous | to last Bild eingepasst
2 20-Feb-2010 20:00 261 bytes Carsten Strotmann to previous | to last
1 20-Feb-2010 19:58 142 bytes Carsten Strotmann to last

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At line 23 changed 6 lines
;DRAW7: directly manipulates the screen bytes to PLOT a point in the specified color. It's considerably faster than the built-in Atari PLOT function.
;FASTDRAW: is a high speed technique to put a high resolution picture on the screen. It does direct byte manipulation of the screen with no math involved, so it is considerably faster than even DRAW7. The value of each byte that makes up the picture is stored in a byte array, and the width, height, x and y coordinates must be passed to the procedure.
The picture itself is generated using Drawpic from Artworx. Drawpic turns the picture you design on the screen into BASIC DATA statements, which can be listed to disk; the format can then be modified to fit into an ACTION! program.
MOVEIT moves the player/missile shape defined by byte array SHAPE and player number WHICH to the specified position on the screen.
BOARDDRAW draws the initial board. It uses FASTDRAW and the byte array BLK to put the squares with letter A on the board.
TESTCOL tests for collisions between the various players by sampling the hardware collision registers. It waits for a whole screen to be drawn, then transfers the contents of the collision registers to temporary locations in RAM. The collision registers are then cleared. Checking for collisions is actually done by looking at the temporary locations.
__DRAW7__ directly manipulates the screen bytes to PLOT a point in the specified color. It's considerably faster than the built-in Atari PLOT function.
__FASTDRAW__ is a high speed technique to put a high resolution picture on the screen. It does direct byte manipulation of the screen with no math involved, so it is considerably faster than even __DRAW7__. The value of each byte that makes up the picture is stored in a byte array, and the width, height, x and y coordinates must be passed to the procedure.
The picture itself is generated using __Drawpic__ from Artworx. Drawpic turns the picture you design on the screen into BASIC DATA statements, which can be listed to disk; the format can then be modified to fit into an ACTION! program.
__MOVEIT__ moves the player/missile shape defined by byte array __SHAPE__ and player number __WHICH__ to the specified position on the screen.
__BOARDDRAW__ draws the initial board. It uses __FASTDRAW__ and the byte array BLK to put the squares with letter A on the board.
__TESTCOL__ tests for collisions between the various players by sampling the hardware collision registers. It waits for a whole screen to be drawn, then transfers the contents of the collision registers to temporary locations in RAM. The collision registers are then cleared. Checking for collisions is actually done by looking at the temporary locations.