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Yeah I know, I was responding to willrandship's concern about horizontal scanlines being produced by the LCD.By the way, will the vertical LCD make it harder to display sprite data? Will the sprite binary/hexadecimal data have to be rotated in ASM/Axe source code in order to display fine?
TilEm does support 160x240 mode, yes. Most of the documented LCD controller features are supported at this point; some of the undocumented features still need to be tested.As far as sprite orientations are concerned: in most cases, you should be able to store the sprite in whatever orientation you like, and flip/rotate it by switching the output mode as desired. As for the case of wrapping around that calc84maniac mentions: that's one of the undocumented features I still need to explore.
Actually, for the wrapping around, I'm referring to having a window of (y1,y1+height-1) and (0,319). If you draw vertically, you'll wrap around after 319 (not undocumented at all).
However, from what I saw on the SVN, you may not be clipping LCD coordinates to 8-bits or 9-bits upon write. Any bits listed as 0 in the data sheet is forced to 0 (i.e. writes are ignored). This should be useful for some code optimizations, I think.
I've been working on a port of Calcsys, but for the time being it's on the back burner as we wait for the SDK.