Hello from sunny Yorkshire and a help request

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JohnH
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Hello from sunny Yorkshire and a help request

Post by JohnH » Fri Aug 12, 2016 10:41 am

Hi everyone, new member just checking in and saying hi. Like so many I had a wonderfull Beeb in my teens and loved working on it and playing on it for many years. On a recent nostalgia trip I found on the net some of the PD software I released back then and had fun playing my games with my (grown up) kids on BeeBem.

I've decided to finsh off coding one of the games I never got round to completing and I've had some ideas for improvement that my 14 yo self never thought of. The trouble is I need a fast mode 7 line drawing routine. The BASIC Mode7 plotting routing in the user guide is too slow. I wrapped it up into a Bresenham Line Drawing algo and it's painfully slow. I'm sure a 6502 version would be plenty fast enough, I don't need it for animation, just fast line drawing of a maze's walls in 3D perspective.

The trouble is I was never all that good at 6502 assembler although I did dabble. I'm sure someone will have coded a Mode7 line drawing routine at some point in the past. Can anyone point me in the right direction so I don't have to (very slowly and painfully) re-invent the wheel?

Cheers folks!

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Multiwizard
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Re: Hello from sunny Yorkshire and a help request

Post by Multiwizard » Fri Aug 12, 2016 11:10 am

Hi John,

welcome to this great Forum... :-D


Greetings from my little Dutch Acorn Attic, Wim... :-)

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davidb
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Re: Hello from sunny Yorkshire and a help request

Post by davidb » Fri Aug 12, 2016 12:07 pm

Welcome! :D

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kieranhj
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Re: Hello from sunny Yorkshire and a help request

Post by kieranhj » Fri Aug 12, 2016 12:25 pm

Welcome to the forum, John!

There are a couple of threads on Bresenham line drawing over on the Retro Software programming forums:

http://www.retrosoftware.co.uk/forum/vi ... =bresenham
http://www.retrosoftware.co.uk/forum/vi ... =bresenham

Although neither are optimised for MODE 7. I believe that simonm is working on such a routine but I've not heard whether he's got it to a point that's ready to share.
Bitshifters Collective | Retro Code & Demos for BBC Micro & Acorn computers | https://bitshifters.github.io/

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flaxcottage
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Re: Hello from sunny Yorkshire and a help request

Post by flaxcottage » Fri Aug 12, 2016 12:34 pm

Welcome, John. :D

If I remember correctly, Beebug published a machine code routine for MODE7 graphics. The usual DRAW, PLOT and MOVE commands could be used. I can't remember which issue it was but there is an index on the WWW somewhere.
- John

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Re: Hello from sunny Yorkshire and a help request

Post by CMcDougall » Fri Aug 12, 2016 3:26 pm

welcome John :)
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Re: Hello from sunny Yorkshire and a help request

Post by DutchAcorn » Fri Aug 12, 2016 5:31 pm

Welcome John! Hope you find the drawing code :D
Paul

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Fri Aug 12, 2016 6:52 pm

Thanks everyone for the very warm welcome, much appreciated.

And thanks kieranhj and flaxcottage for those leads I'll follow them up now. I've been reading the Retro forums and I'm very impressed by their depth of knowledge over there. I registered there but no-one's approved me yet for some reason.

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tricky
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Re: Hello from sunny Yorkshire and a help request

Post by tricky » Fri Aug 12, 2016 7:28 pm

Welcome John,
if your maze is only horizontal, vertical and two fixed diagonals, you could probably get away with basic, but if it is a little more fancy, I'm sure someone here will help.

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Re: Hello from sunny Yorkshire and a help request

Post by danielj » Fri Aug 12, 2016 7:29 pm

Hullo John :)

d.

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Fri Aug 12, 2016 7:36 pm

Hi tricky,

it is more or less as you mentioned but after testing it in BASIC it seems like it won't be fast enough.

I did consider working out all the graphics characters ahead of time and then selectively plinging them (?) in the right place. Drawing straight lines in this way was fast enough, but then when I started looking at all the variations for the intersecting lines, corners etc it just boggled me.

I have found Beebug No. 3 Vol. 4 which has a listing for adding MOVE, PLOT and DRAW for Mode7 so I'll give that a try.

Cheers,
John.

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Fri Aug 12, 2016 7:37 pm

danielj wrote:Hullo John :)

d.
Hullo to you danielj :D

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tricky
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Re: Hello from sunny Yorkshire and a help request

Post by tricky » Sat Aug 13, 2016 5:57 am

Let us know how you are getting on.
I love to sidetrack myself, so may even have a look myself as I did have a thought for a mode 7 games with lines ;)

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1024MAK
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Re: Hello from sunny Yorkshire and a help request

Post by 1024MAK » Sat Aug 13, 2016 7:39 am

Welcome on board John!

:D :D :D

You can put yourself and Yorkshire on the map by sticking a pin in it at this link :P
Confessions are taken here :mrgreen:

Good luck with your programming quest :D

Mark

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Re: Hello from sunny Yorkshire and a help request

Post by roland » Sat Aug 13, 2016 9:00 am

Hi John,

Welcome to this forum. Enjoy your visits here.

Greeting from the South of the Netherlands,
Roland
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MAN WOMAN :shock:

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Re: Hello from sunny Yorkshire and a help request

Post by daveejhitchins » Sat Aug 13, 2016 10:09 am

Welcome to the Forum, John . . . Enjoy . . .

I can't help you with m/c, however, I can wish you luck.

Dave H :D
Parts: UM6502CE, GAL22V10D, GAL16V8D, AS6C62256A, TC514400AZ, WD1772, R6522, TMS27C512, AT28C256
Products: ARA II, ARA III, ABR, ATI, AP6, MGC, AP5 . . .
For a price list, contact me at: Retro Hardware AT dave ej hitchins DOT plus DOT com

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Sat Aug 13, 2016 10:15 am

1024MAK wrote:Welcome on board John!

:D :D :D

You can put yourself and Yorkshire on the map by sticking a pin in it at this link :P
Confessions are taken here :mrgreen:

Good luck with your programming quest :D

Mark
Thanks Mark, already confessed and put myself on the map :-)

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1024MAK
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Re: Hello from sunny Yorkshire and a help request

Post by 1024MAK » Sat Aug 13, 2016 11:21 am

That was quick :shock: :lol:

Mark

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Sat Aug 13, 2016 12:45 pm

tricky wrote:Let us know how you are getting on.
I love to sidetrack myself, so may even have a look myself as I did have a thought for a mode 7 games with lines ;)
Having seen frogger etc I'm sure you'd come up with something awesome but don't side track yourself on my account. I'll hopefully get time to try the listing this weekend.

Does anyone know if the Beebug type in listings have been saved as .ssd anywhere?

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Mon Aug 15, 2016 10:04 am

Hi again,

so I've tried out the Mode 7 plotting/drawing prog from Beebug V4I3 and it's pretty good, I could use it as is in fact but there is one small niggle with it.

It uses Tube friendly VDU31 to move the cursor around to read and write the graphics characters and therefore it scrolls when you plot anything that falls into the bottom right character space on the Mode 7 screen (39,24).

In the accompanying article the author, G Middleton, mentions it's possible to prevent the scrolling issue by poking zero into &0D, but doesn't mention anything more about it. I gave it a go in various locations, ie before a MODE command, after one etc, but it doesn't seem to make any difference to the scrolling issue.

I'm thinking about changing the code to simply peek and poke the values, it should be even faster and poking the bottom right corner doesn't cause a scroll. I know it's not Tube friendly but hey ho, how many games are :-)

I'm not certain how to go from the co-ords (0-77, 0-74 or 0-39,0-24) to the screen address in assembler, any tips gratefully accepted.

Also I feel I should be creating a new thread but not sure where?

J.

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Re: Hello from sunny Yorkshire and a help request

Post by richardtoohey » Mon Aug 15, 2016 10:11 am

JohnH wrote:I know it's not Tube friendly but hey ho
Shhhh some people around here will burn you at the stake for heresy. :-# :lol:

I'd offer to knock up the assembly code but someone will beat me to it (or more likely point you to an article online somewhere.)

Good luck! :D

Oh, and welcome to the forums.

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tricky
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Re: Hello from sunny Yorkshire and a help request

Post by tricky » Mon Aug 15, 2016 12:08 pm

Its a bit wasteful, but a 75 entry look up table would work:

Code: Select all

\\assuming X and Y hold the character position
lda row_lo,y
sta &70
lda row_hi,y
sta &71
txa
lsr A
tay
lda (&70),y \\ peek
\\ and/ora/eor, whatever
sta (&70),y \\ poke
in beebasm, you could use a FOR to setup the table, or just a basic FOR loop if in BBC BASIC

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Wed Aug 17, 2016 2:51 pm

Thanks Tricky,

after a little head scratching I get it and think that's a great way of doing it (ie one I can understand lol). I've hacked up something awful to put the lookup tables at the end of the code - wish EQUB would take comma separated values in the beeb assembler.

I'm struggling to work out which bits of code to replace. I can see a number of OSWRCH calls equivalent to VDU31,x,y and an OSBYTE 135 call at 760 to get the character at the cursor. It's the bits between line 550 and 800 I'm a bit struggling with. I can see the cursor being moved to a text X,Y that must have been converted from a PLOT x,y, from about line 550 to 650.

I think the JSR OSWRCH on 770 is writing the correct graphic code to the VDU and the VDU31 after it seems to be putting the cursor back in that location in case more squares need to be plotted in that character.

I find it really hard trying to get into someone else's code.

Code: Select all

REM plotting,drawing in mode 7
REM PROCscreen puts teletext grapics codes on each line
REM then use MOVE x,y : DRAW x,y : PLOT m,x,y as normal
REM where m = 0 PLOT a single point, m=1 UNPLOT a single point,
REM m=4 and m=5 in place of MOVE and DRAW respectively.
REM DRAW draws from the last point plotted or MOVEd to, to the new x,y.
REM the machine code can withstand BREAKS and can be run with *RUN once saved
REM after which the new commands will work in a MODE 7-non scrolled screeen
REM providing the PROCscreen code has been called first.
	
   10REM Program Mode 7 graphics  
   20REM Author  G.Middleton  
   30REM BEEBUG  July 1985
   40REM Program subject to copyright  
   50:
   60ON ERROR GOTO 1970
   70:
   80MODE7
   90PROCassemble
  100PROCscreen(3)   
  110PROCdemo
  120dummy=GET
  130END
  140:
  150DEF PROCassemble
  160code%=&7700
  170IF ?&8015=50 THEN ifpa=&A2BE:apack=&A38D:aunp=&A3B5:fpi1=&A3E4:adiv=&A6AD:amult=&A656
  180IF ?&8015=49 THEN ifpa=&A2AF:apack=&A37E:aunp=&A3A6:fpi1=&A3F2:adiv=&A6B8:amult=&A661
  190IF ?&8015<>49 AND ?&8015<>50 THEN PRINT"Unrecognizable Basic":END
  200plotx=&76:ploty=&77:presentx=&311:presenty=&313
  210command=&78:x=&7B:y=&7F:e=&7C
  220osbyte=&FFF4:oswrch=&FFEE
  230oldx=&310:oldy=&312
  240*FX 247,0
  250*FX 248,0
  260*FX 249,0
  270lookup%=code%
  280!lookup%=&08040201:lookup%!4=&4010
  290code%=code%+10
  300FOR pass=0 TO 3 STEP 3  
  310P%=code%
  320[OPT pass
  330.start
  340STA command
  350CMP#0:BEQ plot
  360CMP#1:BEQ plot
  370CMP#4:BEQ plot
  380CMP#5:BEQ plot
  390RTS
  400:
  410\ If it is not PLOT [0,1,4,5],x,y, then return to BASIC
  420:
  430.plot
  424\ when the unrecognised VDU vector is called the accumulator contains the plot command
  425\ &320,&321 contains x co-ord. &322, &323 contains the y co-ords from the command
  426\ as only 8 bit values are allowed only the lsb needs to be used, &320 and &322
  440LDA &320:STA plotx:STA presentx:LDA &322:STA ploty:STA presenty
  441\ &319 and &319 contain the current cursor X,Y values
  450LDA &318:STA &79:LDA &319:STA &7A
  460LDA &321:BEQ ok:RTS
  470.ok LDA &323:BEQ ok1:RTS
  480.ok1 LDA plotx:CMP#77:BEQ ok2:BCC ok2:RTS
  490.ok2 LDA ploty:CMP#74:BEQ ok3:BCC ok3:RTS
  500:
  510\ If the coordinates are out of range then return to BASIC
  520:
  521\if we've got to here then the PLOT number and x,y were in range.
  522\0 PLOT a point, 1 UNPLOT a point, 4 MOVE, 5 DRAW
  530.ok3 LDA command:CMP#5:BNE notdraw:JMP draw
  540.notdraw CMP#4:BNE startplot:JMP move
  550.startplot LDX presentx:STX oldx:LDY presenty:STY oldy
  560LDX plotx:LDY ploty
  570STX &75
  580LDA#&FF:STA &74
  590LDA#31:JSR oswrch
  600STX &70:LDA#2:STA &71
  610JSR divide:INC &70
  620LDA &70:JSR oswrch
  630STY &70:LDA#3:STA &71
  640JSR divide
  650SEC:LDA#24:SBC &70:JSR oswrch
  660LDA &75:AND #1:STA &73
  670SEC:LDA#2:SBC &72:ASL A
  680CLC:ADC &73:TAX:LDA lookup%,X:STA &73
  690:
  700\ Work out the the value to be printed on the screen
  710:
  720LDA command:CMP#0:BNE pplot:SEC:LDA#&FF:SBC&73:STA &74
  730:
  740\ If it was PLOT 0,X,Y then delete the point otherwise plot the point
  750:
  760.pplot LDA #135:JSR osbyte:TXA
  770ORA &73:ORA #128:AND &74:JSR oswrch
  780LDA#31:JSRoswrch:LDA&79:JSRoswrch:LDA&7A:JSRoswrch:RTS
  790:
  800\ End of plotting routine
  810:
  820.draw SEC:LDA plotx:SBC oldx:CMP#0:BNE notline:JMP vline
  830.notline SEC:LDA ploty:SBC oldy:CMP#0:BNE notline2:JMP hline
  840.notline2
  850SEC:LDA ploty:SBC oldy:STA &2A:JSR fillint
  860JSR ifpa:LDA#o MOD 256:STA &4B:LDA#o DIV 256:STA &4C:JSR apack
  870SEC:LDA plotx:SBC oldx:STA &2A:JSR fillint
  880JSR ifpa:LDA#a MOD 256:STA &4B:LDA#a DIV 256:STA &4C:JSR apack
  890LDA#o MOD 256:STA &4B:LDA#o DIV 256:STA &4C:JSR adiv
  900LDA#g MOD 256:STA &4B:LDA#g DIV 256:STA &4C:JSR apack
  910JSR fpi1:LDA &2A:SEC:SBC#1:BEQ othergrad:BPL othergrad:LDA &2A:CLC:ADC#1:BMI othergrad:BEQ othergrad
  920LDA plotx:CMP oldx:BPL bigger3:LDA plotx:STA x:LDA oldx:STA e:INC e:JMP drawline3
  930.bigger3 LDA oldx:STA x:LDA plotx:STA e:INC e
  940.drawline3 LDA oldx:STA &7D:LDA oldy:STA &7E:LDA#1:STA command:.repeat3
  950SEC:LDA x:SBC &7D:STA &2A:JSR fillint
  960JSR ifpa:LDA#g MOD 256:STA &4B:LDA#g DIV 256:STA &4C:JSR amult
  970JSR fpi1:LDA &2A:CLC:ADC &7E:STA ploty:LDA x:STA plotx:JSR startplot:INC x:LDA x:CMP e:BNE repeat3
  980RTS
  990:
 1000.othergrad LDA ploty:CMP oldy:BPL bigger4:LDA ploty:STA y:LDA oldy:STA e:INC e:JMP drawline4
 1010.bigger4 LDA oldy:STA y:LDA ploty:STA e:INC e
 1020.drawline4 LDA oldx:STA &7D:LDA oldy:STA &7E:LDA#1:STA command:.repeat4
 1030SEC:LDA y:SBC &7E:STA &2A:JSR fillint
 1040JSR ifpa:LDA#spare MOD 256:STA &4B:LDA#spare DIV 256:STA &4C:JSR apack
 1050LDA#g MOD 256:STA &4B:LDA#g DIV 256:STA &4C:JSR aunp:LDA#spare MOD 256:STA &4B:LDA#spare DIV 256:STA &4C:JSR adiv
 1060JSR fpi1:LDA &2A:CLC:ADC &7D:STA plotx:LDA y:STA ploty:JSR startplot:INC y:LDA y:CMP e:BNE repeat4
 1070RTS
 1080:
 1090.vline LDA ploty:CMP oldy:BPL bigger:LDA ploty:STA x:LDA oldy:STA e:INC e:JMP drawline
 1100.bigger LDA oldy:STA x:LDA ploty:STA e:INC e
 1110.drawline LDA#1:STA command:.repeat LDA x:STA ploty:JSR startplot:INC x:LDA x:CMP e:BNE repeat:RTS
 1120.hline LDA plotx:CMP oldx:BPL bigger2:LDA plotx:STA x:LDA oldx:STA e:INC e:JMP drawline2
 1130.bigger2 LDA oldx:STA x:LDA plotx:STA e:INC e
 1140.drawline2 LDA#1:STA command:.repeat2 LDA x:STA plotx:JSR startplot:INC x:LDA x:CMP e:BNE repeat2:RTS
 1150:
 1160\ End drawing routine
 1170:
 1180.move LDA presentx:STA oldx:LDA presenty:STA oldy:RTS
 1190:
 1200\ End of move routine
 1210:
 1220.fillint AND #128:BEQ fillzero:LDA#&FF:JMP fill:.fillzero:LDA#0:.fill STA &2B:STA &2C:STA &2D:RTS
 1230:
 1240.divide LDA #0:LDX #8
 1250.loop ASL &70:ROL A:CMP &71:BCC less:SBC &71:INC &70
 1260.less DEX:BNE loop:STA &72:RTS
 1270:
 1280\ End of divide routine
 1290:
 1300.setup
 1310LDA#start MOD 256:STA &226:LDA#start DIV 256:STA &227
 1320RTS
 1330.set
 1340LDA#247:LDX#&4C:LDY#0:JSR osbyte:LDA#248:LDX#setup MOD 256:JSR osbyte:LDA#249:LDX#setup DIV 256:JSR osbyte:JMP setup
 1350:
 1360\ End of set up routine
 1370.matrixlo
 1380]
 1390RESTORE
 1400FOR mat=1 TO 25:READ LowByte
 1410[OPT pass
 1420EQUB LowByte
 1430]
 1440NEXT mat
 1450[OPT pass
 1460.matrixhi
 1470]
 1480FOR mat=1 TO 25:READ HiByte
 1490[OPT pass
 1500EQUB HiByte
 1510]
 1520NEXT mat
 1530[OPT pass
 1540:
 1550.a OPT FNclear
 1560.o OPT FNclear
 1570.g OPT FNclear
 1580.spare OPT FNclear
 1590:
 1600]NEXT pass
 1610CALL set
 1620PRINT'CHR$130;"Do you want to save the machine code?";CHR$131;
 1630REPEAT awn$=GET$:UNTIL awn$="Y" OR awn$="N"
 1640IF awn$="Y" OR awn$="y" THEN PROCsave
 1650ENDPROC
 1660:
 1670DEF FNclear
 1680!P%=0
 1690?(P%+4)=0
 1700P%=P%+5
 1710=pass
 1720DEF PROCsave
 1730DIM os% 30
 1740PRINT'CHR$130;"Filename ";CHR$131;:INPUT name$  
 1750$os%="SAVE "+name$+" "+STR$~(lookup%)+" "+STR$~(P%)+" "+STR$~(set)
 1760PRINTCHR$130;$os%
 1770X%=os%:Y%=os% DIV 256:CALL &FFF7
 1780ENDPROC
 1790:
 1800DEF PROCscreen(colour)
 1810VDU12,&90+colour:FOR I=1 TO 24:VDU 10,13,&90+colour:NEXT
 1820VDU30:REM cursor to top left
 1830ENDPROC
 1840:
 1850DEF PROCdemo
 1860MOVE 0,0:DRAW 75,0
 1870DRAW 75,74:DRAW 0,74:DRAW 0,0
 1880FOR R%=10 TO 30 STEP 10  
 1890MOVE 37+R%,37 
 1900FOR A=0 TO 7 STEP 0.3
 1910DRAW 37+(R%*COS(A)),37+(R%*SIN(A))
 1920NEXT A
 1930NEXT R%
 1940FOR Y%=9 TO 15:PRINT TAB(12,Y%) CHR$150;:PRINT TAB(27,Y%) CHR$147;:NEXT Y%
 1950ENDPROC
 1960:
 1970ON ERROR OFF
 1980MODE 7
 1990IF ERR<>17 REPORT:PRINT " at line ";ERL  
 2000END
 2005REM these bytes are my Mode 7 left hand column lookup table
 2010DATA 0,40,80,120,160,200,240,24,64,104,144,184,224,8,48,88,128,168,208,248,32,72,112,152,192
 2020DATA 124,124,124,124,124,124,124,125,125,125,125,125,125,126,126,126,126,126,126,126,127,127,127,127,127

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JohnH
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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Wed Aug 17, 2016 9:42 pm

Yay!

Got it working.

Straight lines are very fast indeed now. SSD attached (had to zip in order to be allowed to attach it.)

Run PLOT7B to assemble the code and run the demo.

The code itself is also saved as PLOT7M
Attachments
Mode 7 Plotting.zip
(3.93 KiB) Downloaded 53 times

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tricky
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Re: Hello from sunny Yorkshire and a help request

Post by tricky » Thu Aug 18, 2016 7:53 am

Well done

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Re: Hello from sunny Yorkshire and a help request

Post by JohnH » Thu Aug 18, 2016 11:06 am

Thanks Richard.

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