Michael Jørgensen
Michael Jørgensen
Actually, I've preserved the 20 screen buffer. My previous comment about 9 screens was a calculation error. So there is 64k words of screen memory, just like before.
# Notes about graphics mode I propose two different graphics modes: Low-resolution and High-resolution. ### Low-resolution This will be 320x200 pixels, i.e. 64k pixels in total. Using the Display RAM...
# Notes about sprites Here are some ideas I have about sprites. ## Resolution and colour depth I propose two different resolutions for each sprite: High-resolution and Low-resolution. ### Low-resolution...
Thank you for your comments, I really appreciate that! I have some additional feedback to your comments: * 16-bit colour: I was only considering the Nexys4DDR, which only has 12...
That's a nice palette. I've updated the design and emulator to use the new palette in 15-bit mode.
@sy2002 @bernd-ulmann : I'm looking into adding scan line interrupt, and I don't know how to implement that in the emulator. As far as I understand the emulator, a separate...
One more thing about sprites: We need collision detection as well. I presume we want to have detection of both sprite-sprite collision as well as sprite-text collision. I'm not sure...
Pixel scrolling is now implemented in hardware (not yet emulator). Try out on hardware using the file `vga_scroll.c`. Next thing up is the scan line interrupt!
> 256 sprites would be amazing! :-) > IMHO 32x32 pixel with a lot of colors, such as 256 colors in a palette. Ok, just a quick calculation on the...
That list seems complete.