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[vg5k] Support for 8x9 tiles in UDG

Posted: Sat May 01, 2021 3:17 pm
by Fabrizio
Is there any support for 8x9 tiles?

If I compile my latest Cross-Lib based game Cross Horde, the effect I get with my 8x8 software tiles is quite ugly because of the empty ninth lines.
Is there a way to override the standard 8x8 format?

This feature may be useful on other targets with non-standard tile shapes.

Re: [vg5k] Support for 8x9 tiles in UDG

Posted: Sat May 01, 2021 5:37 pm
by dom
Actually on the vg5k they're 8x10 characters. I guess the time has come to implement the bonus feature you mentioned back in 2018!

So, I've just added an option to allow the use of 8x10 fonts, you'll need to:

1. Add the option: -pragma-define:CLIB_FONT_HEIGHT=10
2. All your font/udg assets need to have 10 bytes per character

Re: [vg5k] Support for 8x9 tiles in UDG

Posted: Sat May 01, 2021 10:26 pm
by Fabrizio
Thanks! Cool! Any other target has tiles with size different from 8x8?

Are all pixels visibile on the 8x10 tiles or it is just 10 bytes in memory where only the first 9 are visible?
I ask because this is the case on some systems (e.f., COSMAC VIP chip).

The MSX has a 6x8 screen mode but tiles are organized as 8x8 in memory.

I know a few that are not Intel8080/Zilog80 such as all devices using the COSMAC VIP chip (they may all use the COSMAC RCA 1802 CPU) and the Tangerine ORIC series (which is MOS 6502 based). For these I have specific tiles and scripts to generate target-specific assets in Cross-Lib.

Re: [vg5k] Support for 8x9 tiles in UDG

Posted: Sat May 01, 2021 11:13 pm
by dom
The Excalibur64 looks like it's 8x14? Bee, SMC777, Super80 VDUEM look like 8x15 but that might just be a MC6845 setup thing - I'm not sure how much is actually shown on screen. I've not done anything with these BTW

For the VG5K, all 10 rows are visible - the semigraphics bitmaps in the manual show all 10 rows occupied.