[A83] Re: CrASH_Man's Tilemap Routine
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[A83] Re: CrASH_Man's Tilemap Routine
OK...
um...
Crash_man's tilemap routine uses special regions of arbitrary memory (1536
bytes) and requires you to dump that memory to a safe place. he tilemap demo
that comes with version 3.0 swaps the memory from $E000 to plotsscreen and
savesscreen. It then swaps the memory again on close.
Changing plotsscreen (by clearing the graphics buffer) actually changes
$E000, where programs and variables might be.
Now, if you DON'T do any relocation (swapping), you just corrupt a region of
High Memory.
If you do, then hands off the plotsscreen. Only routines that use the
tilemap's special virtual plotsscreen can be used (spr40vax).
Anyway, change your code, you only need to call ionfastcopy ONCE *out of the
main loop*.
If you don't have version 3.0 of tilemap, then...
If you want a small one with no crap that can be used with all the sprite
routines, use TCPA's tilemap routine. That one is normal and doesn't need
any relocation or junk. You just call ionfastcopy to draw the screen as
normal.
If you want a *fast*, potentially less stable one with built in fastcopy and
scrolling, use Crash_man's tilemap routine.
>From: Sk8a4good@aol.com
>Reply-To: assembly-83@lists.ticalc.org
>To: assembly-83@lists.ticalc.org
>Subject: [A83] Re: CrASH_Man's Tilemap Routine
>Date: Wed, 11 Apr 2001 20:16:28 EDT
>
>
>I tried using fastcopy before rendermap, but it did display that glithcery
>image. Then I put a bcall(_cleargbuf) before the fastcopy, and it got rid
>of
>the glitchery image, but the map is flickery. Any way to solve this?
>
>
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