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TI 68K / Best way to perform clipping with irregular shapes
« on: February 22, 2021, 04:18:42 pm »
I asked this on Cemetech, but based on my prior experience they're mostly focused on the [e]Z80 calculators, and I'm basically the only new 68K programmer in the last several years, so I'm not optimistic about getting an answer. So I'm cross posting here, in the hopes that people here might be more familiar with the SDK.
Anyway, here goes:
I'm making a somewhat complicated RPG for the more recent 68K calcs, and I need to figure out how to test collisions with weird shapes, for example curved and diagonal walls. What I'm trying to do now is to draw the clipping data to a "virtual screen" and test pixels to sense collisions. Here are the questions I have regarding this topic:
1: Is there some way to redirect TIGCC/GCC4TI's sprite functions to a virtual buffer, and somehow tell it that this buffer isn't 240x128 pixels, but 256x256 pixels?
2: Is there better way to perform clipping operations?
3: In the event that I can't redirect the functions from the standard library, should I abuse ExtGraph's tile map engine or write something to copy data into the plane?
Thanks,
Michael
Anyway, here goes:
I'm making a somewhat complicated RPG for the more recent 68K calcs, and I need to figure out how to test collisions with weird shapes, for example curved and diagonal walls. What I'm trying to do now is to draw the clipping data to a "virtual screen" and test pixels to sense collisions. Here are the questions I have regarding this topic:
1: Is there some way to redirect TIGCC/GCC4TI's sprite functions to a virtual buffer, and somehow tell it that this buffer isn't 240x128 pixels, but 256x256 pixels?
2: Is there better way to perform clipping operations?
3: In the event that I can't redirect the functions from the standard library, should I abuse ExtGraph's tile map engine or write something to copy data into the plane?
Thanks,
Michael