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Expand C64 sprite visualizer

Added fonts and sprite sheets.  Updated documentation.
This commit is contained in:
Andy McFadden
2022-05-01 11:07:56 -07:00
parent 663a3d0230
commit 8b1e70fa58
2 changed files with 308 additions and 88 deletions
+13 -4
View File
@@ -251,16 +251,17 @@ straightforward fashion.</p>
repeated as-is or flipped.</li>
</ul>
<h3>Atari Arcade : Atari/VisAVG</h3>
<h3>Atari Arcade : Atari/VisAVG and Atari/VisDVG</h3>
<p>Different versions of Atari's Analog Vector Graphics were used in
several games, notably Battlezone, Tempest, and Star Wars. The commands
<p>Different versions of Atari's Analog Vector Graphics and
Digital Vector Graphics were used in several games, notably Asteroids,
Battlezone, Tempest, and Star Wars. The commands
drove a vector display monitor. SourceGen visualizes them as 2D
wireframes, which isn't a perfect fit since they can describe points as
well as lines, but works fine for annotating a disassembly.</p>
<p>The visualizer takes two arguments: the offset of the start of
the commands to visualize, and the base address of vector RAM. The latter
is necessary to convert AVG JMP/JSR commands into offsets.</p>
is needed to convert vector JMP/JSR commands into offsets.</p>
<h3>Commodore 64 : Commodore/VisC64</h3>
@@ -297,6 +298,14 @@ It comes in two basic varieties:</p>
a sprite that is doubled in both width and height will look exactly like
a sprite that is not doubled at all.</p>
<p>If multiple sprites are defined consecutively, at 64-byte intervals,
they can be combined into a sprite sheet. A single set of parameters
for color and scaling is applied to all sprites.</p>
<p>The visualizer also handles high-resolution and multi-color fonts,
which are displayed in a grid.</p>
<h3>Nintendo Entertainment System : Nintendo/VisNES</h3>
<p>NES PPU pattern tables hold 8x8 tiles with 2 bits of color per pixel.