Writing to the screen from a buffer
I?m designing a game and am spending a bit of time trying different ideas before I commit my self. I?m currently thinking of writing data to a buffer and then writing this ?back buffer? to the screen. Can the whole screen be drawn from the buffer without flicker ? If not, what is the maximum amount of data that can be drawn without flicker ?
Post edited by Mr Millside on
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Manic Miner copies the top two thirds of the screen from a back buffer if you want to see the ripple effect.
Oh, and there is a reason why no-one hardly ever does what you are trying to do.
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Wow, that looks helpful, you can have a slow hand-clap. What would you say to double buffering using the 128k shadow screen?
D.
No apology needed, I was just quite surprised that an obviously talented developer like yourself would talk down to someone as if they were a five year-old.
D.
I'm sorry, all.
No need for my back-lash!
MM could be so much faster, with more going on, if whomever didn't piss around with the SLOW!
Forgiven, forgotten.
So, quickest method of copying a screen, then? <hides>
D.
It's usually a member of the Royal Family. He said he was going to be bigger than 'The Beatles', you know!
Quickest? Don't.
Try another method.
Well, you could unroll the LDIR and have a mass of LDIs.
It depends what you want to do.
If the whole screen is animating and there are a million sprites everywhere, then no. Just don't do it.
Much faster to just use the main screen and find a way to stop flickers. Which is easy.
It's that time of year where the day job is getting on my tits so I need to leave the world of .net behind and grapple with Z80. If this game gets finished it will be the sequal to Iron Sphere. More fun and easier :)
Find another way.
It IS more of a pain to 'just' use the display screen, but much faster, and gives you the extra processor time to fart about. You work it out. Doing all the sprite stuff AND lugging around a 6k(?) back screen to boot, or just doing the sprite stuff and whistling!
http://www.worldofspectrum.org/forums/showthread.php?t=24788&page=2
Could be worse. I've got a 12K screen to deal with. Fortunately the thing I'm working on is tile based. I wasn't planning on using a back buffer.
Look at "Mikie". It has the most horendous back-buffering thing ever coded! A nightmare! And it looks so simple! D'oh! There's a bit map and a character map and bit - bit collision map and a priority map, all twisted and turned! The sprite routine is about 20k long!
OH! Never again!
And for what?
a crash smash?
One of my all-time-faves!
Oh yeah, I forgot about that. And the weeky wage. And all the amazing people you meet. And the places you go.
HOORAY FOR MIKIE! It is now GREAT!
Had to load it up and listen to the tune.
Thanks for the mammaries ... errr ... memories Mr. Bush, F.
That's down to C64 musician Martin Galway. He's bigger than 'The Beatles' you know, and wanted royalties, for doing a shit tune, off of Saucer!
Mate or no-mate! Fuck off!