Author Topic: Buffering  (Read 13464 times)

0 Members and 1 Guest are viewing this topic.

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Buffering
« on: June 15, 2010, 07:50:26 pm »
"EXP→DispGraph   Draws an arbitrary buffer at the pointed location onto the screen."
what exactly does this do?
i stored 0 to it, and got a nice plaster of RAM displayed on my screen, so i'm assuming you need to store something to L6 and it'll display that..?
« Last Edit: June 15, 2010, 07:57:27 pm by nemo »


Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Buffering
« Reply #1 on: June 15, 2010, 08:09:01 pm »
I think that the 'EXP' you store to it is a pointer representing picture or sprite data.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Buffering
« Reply #2 on: June 15, 2010, 08:31:22 pm »
My guess is that if for example you store a pic to Str1 pointer, if you do Str1->DispGraph it will automatically display that pic on the screen. My concern, though, is what about L1, L2 or any other pointers where the data is not exactly 768 bytes large?

Offline Runer112

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: Buffering
« Reply #3 on: June 15, 2010, 08:40:51 pm »
This displays the 768 bytes pointed to. This is useful if you absorb a picture file into your program at the start of it, as you can easily display that picture to the screen. Whatever 768 bytes that are pointed to will be displayed, whether or not it's picture data you want.
« Last Edit: June 15, 2010, 08:42:24 pm by Runer112 »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Buffering
« Reply #4 on: June 15, 2010, 08:51:25 pm »
Aaah ok so there would be no control on how much data we want to display. Thanks

SirCmpwn

  • Guest
Re: Buffering
« Reply #5 on: June 16, 2010, 11:05:02 am »
By the way, you should be aware that it does not store it in L6, and you can't add sprites or text or anything on top of it.  It's only real use is for a splash screen.  If you want to change what is onscreen outside of the picture, you should use conj(Pic1, L6, 768.  Change Pic1 to the pointer to your picture.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Buffering
« Reply #6 on: June 16, 2010, 01:35:58 pm »
Mhmm I'm starting to get the use of this more now. So basically it can be useful if you want to display something on the screen without altering the main buffer, am I right?

SirCmpwn

  • Guest
Re: Buffering
« Reply #7 on: June 16, 2010, 01:38:17 pm »
Right.  However, DispGraph will overwrite it.  If you use Exp→DispGraph, you cannot modify what shows up onscreen unless you change the value at Exp.
DispGraph itself is essentially L6→DispGraph
« Last Edit: June 16, 2010, 01:39:02 pm by SirCmpwn »

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Buffering
« Reply #8 on: June 16, 2010, 01:39:51 pm »
Well, not yet. Maybe we could ask quigibo to add support for writing directly to the LCD? (and at any spot, most importantly)
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

SirCmpwn

  • Guest
Re: Buffering
« Reply #9 on: June 16, 2010, 01:41:39 pm »
Well, writing directly to the LCD means that you have to read from LCD RAM for things like Pxl-Test, and displaying sprites without overwrite logic would have to do the same thing, which means it would be much slower, and you would have to worry about the LCD delay, too.

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Buffering
« Reply #10 on: June 16, 2010, 01:44:59 pm »
Well, writing only, then. Yeah, the LCD is painfully slow...
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Buffering
« Reply #11 on: June 16, 2010, 01:47:23 pm »
So if you had a splash screen stored to, say, Pic1 and said Pic1->DispGraph, it would show Pic1? But I thought you could only store 8x8 sprites to pic pointers...? confused >.<

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Buffering
« Reply #12 on: June 16, 2010, 01:49:41 pm »
No, I could do "Hello World"->Pic1 and it'd be fine.
And yes, if Pic1 is a 768-byte picture, then Pic1->DispGraph will display it (on the screen only, not the buffer, as discussed)
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Buffering
« Reply #13 on: June 16, 2010, 01:49:49 pm »
So if you had a splash screen stored to, say, Pic1 and said Pic1->DispGraph, it would show Pic1? But I thought you could only store 8x8 sprites to pic pointers...? confused >.<
If you absorb a Pic into the source you can recall it in that manner. :)

SirCmpwn

  • Guest
Re: Buffering
« Reply #14 on: June 16, 2010, 01:51:54 pm »
I would like to be able to AND, OR, and XOR pictures to the LCD without having to use custom routines like I do now.
However, I don't think that directly reading/writing to/from the LCD would be a very good idea in Axe.