VERA and number 48 ...

Chat about anything CX16 related that doesn't fit elsewhere
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codewar65
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VERA and number 48 ...

Post by codewar65 »


Feature creep!! Asking for things beyond the scope of the original project will be unending. At some point, a line needs to be drawn; anything beyond, can be for the next generation of architecture.



Sounds like we're designing a Commander X32 before we even have a Commander X16.

 

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codewar65
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VERA and number 48 ...

Post by codewar65 »


If you can't make a sprite slightly larger than 32x32 fit in a 32x32, don't alter the hardware. Alter your art assets.

 

kelli217
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VERA and number 48 ...

Post by kelli217 »


This is why most of the discussion is regarding workarounds, rather than saying, "Oh sure! We can make that last minute change that puts everything back in flux, no problem!"

Ed Minchau
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VERA and number 48 ...

Post by Ed Minchau »



On 10/3/2022 at 12:58 PM, svenvandevelde said:




Just tested alpha channel in 16 colors in aseprite. It looks kinda ok like this ... the palette can deal with it.



Alpha.gif.623110ee74dbd8476f810b6426bc9f90.gif



There's a lot of symmetry in this image. You could get away with using four sprites, two pairs of images with mirror horizontal and vertical to get the other two. 32x32x4bpp is 512 bytes, so it would only be 1kb of data being sent to VERA, plus 4x8 bytes for the sprite attribute tables. Or maybe 3 of the 32x32x4bpp images, so 1.5 kb. Still close to the 1152 bytes needed for 48x48x4bpp.

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svenvandevelde
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VERA and number 48 ...

Post by svenvandevelde »



On 10/7/2022 at 6:29 PM, Ed Minchau said:




There's a lot of symmetry in this image.



The objects move to fast for me to notice the symmetry but you're right. I think I'm going to get a pair of new glasses ...

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