I'm said buddy Don! So, first things first.Spinnetti wrote: ↑Mon Jan 31, 2022 4:52 am Clearly there's lots I don't understand properly. Buddy Don plugged in a high res routine (not sure which one) in our base game code, and viola! we are creating our next game in high res. No major complications, Don set up the base screen and I made the sprites with little routines to paint our sprites and animate frames. Only hang up is the the high res motion is only vertical - I can move up and down one pixel at at time (192) but horizontally, it still moves in 8bit chunks (32) col instead of 1bit steps (256). Is this just how they all work, or is there a driver or easy to plug in routine that allows single pixel addressing in both directions without having to shift bits across byte boundaries or use pre-shifted graphics etc?
Thanks!
The folks in the Sinclair community have been absolutely fantastic with their support. I especially want to call out Paul Farrow for his recent assistance in helping me understand pseudo hi res, as well as his amazing Lightning driver. He put together working examples that just work for my brain. I threw together a few screen examples using all the different HRG iterations. [After discussions with Dave, we decided to use WRX for the current project. I also have a Lightning project in the works as I want to have it work for a larger audience than those that can use WRX. I've been digging through a bunch of sprite examples and I'm getting pretty close. We'll look to move in 2 character segments, meaning 4 iterations of each graphical element. Using an X,Y system simplifies things in my brain for things like movement, collision detection, wall detection, etc. Yea, it's gonna be work, but isn't that half the fun.
I'm sure we'll get stuck a few times along the way, and I'm sure you haven't heard the last of us! And knowing the community, I know you'll continue to help!!!
D