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Feature request: get/set pixel #1

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jeff8j opened this issue Jan 22, 2024 · 7 comments
Open

Feature request: get/set pixel #1

jeff8j opened this issue Jan 22, 2024 · 7 comments

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@jeff8j
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jeff8j commented Jan 22, 2024

This has been working great on a small animation using sprites!
I keep looking for how to change a individual pixels without sprite overhead

I would love some pixel features like
P_Get_Pixel
P_Set_Pixel
P_Invert_Pixel

I am just not smart enough with assembly especially the vmu assembly

@gyrovorbis
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Yo, just a heads up, a bunch of us VMU guys have been talking about this request. We think it's a really reasonable one and will hopefully have something for you fairly soon, if you haven't rolled something for yourself already!

@gyrovorbis
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Also,

I am just not smart enough with assembly especially the vmu assembly

No, the VMU's XRAM layout is just INSANE. Nobody should have to deal with that crap. lmao.

@jeff8j
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jeff8j commented Jan 29, 2024

That is awesome you guys rock! Im glad the obscure little potato still gets some love.

@gyrovorbis
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Here's the PR for it: #2

Looks like we don't have write privileges on this repo, though,and @eatcomics will have to merge it!

@jeff8j
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jeff8j commented Feb 1, 2024

vmi files.zip
The setting pixel works perfectly! Thats all that I have tried so far but this vms draws to every pixel no problem.
Thank you so much!

In my experiments I see that the timing for the screen is in the vmi right now its 14fps and from the eye is doing that; Is the blit function syncing with the screen somehow?
My best guess is its something to do with these
clr1 ocr, 5
set1 ocr, 5

@jeff8j
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jeff8j commented Feb 1, 2024

Setting the GameHeader.i animation speed didnt have an effect on the updates so I guess its not in sync like I thought. I know this is getting a bit off topic but is there a way to time/sync the frame updates to something reliable?

Here is a test I have been doing
https://github.com/centrexity/dc_vmu_framerate/tree/main

@eatcomics
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Sorry, I was on a trip all last week. I just merged the PR from jvsTSX. I'll have to take a look at the frame updates.

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