Tried DualPlayfield
I just tried DualPlayfield example in the Blitz2 (dualpf.bb2) today. I think this is really nice short program to see how it works. This is creating two 3bit planes for foreground and background bitmap. Coplist is initialized to 6 bit planes with dualplayfield and smoothscroll. I also tried 4 bit planes bitmaps and initialize coplist with 8bit planes for AGA.
Bitmap 0,640,512,4
...
Bitmap 1,640,512,4
...
InitCopList 0, $10038
I'm going to implement current my test program. I need to confirm about palette too. The palette for sprite is placed at right after bitmap's palette. When I use dualpayfield, the palette seems like initialised 32, 16 for foreground + 16 for background. So where the palette for sprite should I placed to? 16 foreground +16 background +16 sprite ?
Memo: When I tried 2bit planes for foreground and 4bit planes for background, it shows some noisy bitmaps. Maybe unsupported?
Get My First Shooting Game For Amiga
My First Shooting Game For Amiga
This is experimental project to create a shooter game from scratch. [Blitz Basic Game Jam 2022]
Status | Prototype |
Author | ElmonEPG |
Genre | Shooter |
Tags | Amiga, blitzbasic, Retro, Singleplayer |
More posts
- Testting multiple coplist in the 1 displayJan 22, 2023
- Added Logos and start screenNov 16, 2022
- Upload executable of submitted versionNov 15, 2022
- Resolve the issue to create executableNov 09, 2022
- Continue to develop this projectOct 31, 2022
- Update SourcesOct 28, 2022
- Upload sourcesOct 27, 2022
- Some moving functions for EnemyOct 24, 2022
- Now I can use global array in Statement/FunctionOct 21, 2022
- Screen shot of game and about scopeOct 20, 2022
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