Work in Progress



nathanielbabiak 2020-10-25 17:21 (Edited)

Just a third pixel-level addressing system, this one uses the VBL interrupt. It can be used concurrently with both the raster interrupt (the common pixel-level addressing system) and obviously direct display pxl-level addressing also.

I'm uploading it in case someone has a similar idea, and wants to see how I did it. (Since it's just a proof of concept, I haven't fixed the buffer mapping - the pixels are supposed to be changing from top-left to bottom-right.)

I wrote this as a proof-of-concept, but the flashing is very noticeable, unfortunately, so I'm going to pause for now. Eventually I'd like to pick it back up and see if I can use multiple pxl-level addressing systems to get a 10 (or 14!) color display working.

I think the reason the flashing is so noticeable is because these colors are pretty distinct. Maybe it won't be so bad if the palettes were more continuous?

VBL BG.nx | Open in app
2020-10-25 17:21

GAMELEGEND 2020-10-25 17:23

this is pretty cool

nathanielbabiak 2020-10-25 17:38

Thanks! What's funny is, this is actually *over twice as fast* as the raster interrupt version (because there's so little housekeeping code in this one). It uses 15% CPU baseline, whereas the max. raster uses 35%! It just sucks that this one flashes so much.

Timo 2020-10-26 09:21

The idea is interesting, but yeah, it hurts the eyes :O

Troyer_05 2021-06-06 21:00

It.... remembered me at Missingno😅😅

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