x68000:screen_control
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x68000:screen_control [2014/06/29 22:45] – eidis | x68000:screen_control [2019/08/27 20:45] (current) – external edit 127.0.0.1 | ||
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- | On the other hand, X68000 is designed for deeling | + | On the other hand, X68000 is designed for dealing |
window system with several character fonts, without overload of CPU. | window system with several character fonts, without overload of CPU. | ||
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- | | + | |
[p.162] | [p.162] | ||
Line 48: | Line 48: | ||
By The name "Text screen" | By The name "Text screen" | ||
but text screen of X68000 is a kind of graphics screens.It is useful that | but text screen of X68000 is a kind of graphics screens.It is useful that | ||
- | we can put dots on free position or elase them. | + | we can put dots on free position or erase them. |
The Difference of the text screen and graphic screen is that ,in text screen ,bit arrays are in horizontal direction.That is 1 word data correspond to horizontal 16 dots. | The Difference of the text screen and graphic screen is that ,in text screen ,bit arrays are in horizontal direction.That is 1 word data correspond to horizontal 16 dots. | ||
- | In graphic screen we must write 16 times to draw 16 dots even in monochrome mode,but in text screen we can write 1 time.So it is useful to show previouly prepareted | + | In graphic screen we must write 16 times to draw 16 dots even in monochrome mode,but in text screen we can write 1 time.So it is useful to show previously prepared |
X68000 has 4 such text planes, and each plane corresponds to each bit of color code. Then max 16 colors selected from 65536 colors it can show. | X68000 has 4 such text planes, and each plane corresponds to each bit of color code. Then max 16 colors selected from 65536 colors it can show. | ||
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We can use text or graphic screens for such purpose,but in case of game, BG screen is made for more efficient screen control paying attention to using many alike patterns. | We can use text or graphic screens for such purpose,but in case of game, BG screen is made for more efficient screen control paying attention to using many alike patterns. | ||
BG screen consists of 64x64 squares ,and 32x32 regions shown on display. | BG screen consists of 64x64 squares ,and 32x32 regions shown on display. | ||
- | Each square has corrensponding | + | Each square has corresponding |
(0-255), | (0-255), | ||
- | We can show each pattern | + | We can show each pattern |
- | X68000 has 2 BG screen and we can select where we want to show by 1 unit dot about each 2 screen | + | X68000 has 2 BG screen and we can select where we want to show by 1 unit dot about each 2 screen |
====== 1-4 Sprite screen ====== | ====== 1-4 Sprite screen ====== | ||
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X68000 can define 256 patterns (16dot x 16dot)and show max 128s. | X68000 can define 256 patterns (16dot x 16dot)and show max 128s. | ||
(but 32s on a horizontal line).Graphic screen or Text screen point to | (but 32s on a horizontal line).Graphic screen or Text screen point to | ||
- | relative motion-less screen ,and sprite screen is confortable | + | relative motion-less screen ,and sprite screen is comfortable |
- | such as action games which moves quickly | + | such as action games which moves quickly |
If we try to such games on graphic screen or text screen,we must read the pattern data which a character moves to, and then we draw back the data after | If we try to such games on graphic screen or text screen,we must read the pattern data which a character moves to, and then we draw back the data after | ||
moving a character other position. | moving a character other position. | ||
By using sprite,such overlap is processed by hardware,so software only have to | By using sprite,such overlap is processed by hardware,so software only have to | ||
write designation resister of sprite position, | write designation resister of sprite position, | ||
- | " | + | " |
of this Sprite function. | of this Sprite function. | ||
+ | [p.166] | ||
+ | ====== 2. Construction of each screens and Address allocation ====== | ||
+ | Display circuit of X68000 is very complicated which is operating simultaneously each having different type such as graphics, text, BG, and sprite screen and dealing with superimposing ,screen capture, and so on. | ||
+ | So it may be difficult to understand when listing all resistors, | ||
+ | ====== 2-1 Construction of graphic screen ====== | ||
+ | ====== 2-1-1 Screen mode of graphic screen ====== | ||
+ | It is shown on Table 1, p.167 that list of screen mode which is considered X68000 supports. | ||
+ | X68000 has many screen modes ,but when pay attention to number of dots,it is combination of 2 types of real screen and 4 types of display screen. | ||
+ | In table, a double circle means that screen mode is supported by BASIC ,XC library, IOCS call. | ||
+ | And a single circle means that screen mode is not supported by system software ,but is to exist in XC programmers manual and so on. | ||
+ | And it is called high definition mode or normal definition mode in Table 1. | ||
+ | That means simply horizontal scan frequency is 31kHz or 15kHz. | ||
+ | It it strange 15kHz is called normal mode because X68000 usually uses 31kHz. | ||
+ | But this term is often used in manuals by SHARP,so I follow a rule. | ||
+ | |||
+ | 15kHz is used in analog TV(in Japan,but analog TV broadcast in Japan is discontinued), | ||
+ | In 15kHz we can use only screen mode whose dot number is 512 or 256. |
x68000/screen_control.1404045944.txt.gz · Last modified: 2019/08/27 20:44 (external edit)