Author Topic: How does 4-level greyscale work in Axe?  (Read 26424 times)

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Offline Deep Toaster

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Re: How does 4-level greyscale work in Axe?
« Reply #30 on: June 06, 2010, 10:16:10 pm »
Drawing Sprite A...
Over WhiteOver BlackOver Sprite B
Pt-OnABlackA OR B
Pt-ChangeAA InvertA XOR B
Pt-OffAAA

Also, xoring twice is the same as removing since (A xor B) xor B = A

So Pt-Off is the same as clearing an 8x8 square first, then drawing the sprite?




Offline calcdude84se

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Re: How does 4-level greyscale work in Axe?
« Reply #31 on: June 06, 2010, 10:47:27 pm »
yes, that is right exactly. If you want more control over what is cleared, use masking.
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Offline DJ Omnimaga

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Re: How does 4-level greyscale work in Axe?
« Reply #32 on: June 06, 2010, 10:47:39 pm »
yep, it erases a 8x8 square then draws a sprite.

I wonder if it's slower than Pt-On? I mean, for example, would ClrDraw then Pt-On('ing 96 sprites be faster than Pt-Off('ing 96 sprites? (assuming they need to be displayed every frame)

Offline calc84maniac

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Re: How does 4-level greyscale work in Axe?
« Reply #33 on: June 06, 2010, 10:53:51 pm »
yep, it erases a 8x8 square then draws a sprite.

I wonder if it's slower than Pt-On? I mean, for example, would ClrDraw then Pt-On('ing 96 sprites be faster than Pt-Off('ing 96 sprites? (assuming they need to be displayed every frame)
I think if the sprite is aligned, Pt-Off would be faster. If unaligned, Pt-On would be faster.
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Offline calcdude84se

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Re: How does 4-level greyscale work in Axe?
« Reply #34 on: June 06, 2010, 10:55:01 pm »
I would think it would be slower, for while ClrDraw is just a single event, it happens for each Pt-Off, with the added fun of sprite drawing. I'd test it to make sure though. (Use an 84+(SE) and a BASIC program enveloping it)
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