jstich@pro-avalon.cts.com (Jonah Stich) (06/07/89)
I'm programming (attempting to at least) my IIgs in assembly, and was wondering if anybody could tell me how to do good animation. I've read Leo J. Scanlon's section (in his book _Apple IIgs Assembly Language Programming_) but the routines he presents are *SLOW*. I'm looking for something that gets somewhat closer to the animation used in games. I've also perused the Sample Code from APDA dealing with animation, but in that example, the shapes had to be coded into the program. For more sophistocated animation, with 25+ shapes, typing them all in in hex could get quite irksome! I've thought that the best way to approach the problem would be to load a picture into memory (created with any paint program) and then copy the figures to the screen. Am I totally barking up the wrong tree here? Any help you could give would be greatly appreciated. Thank you. Jonah -- jstich@pro-avalon UUCP: crash!pro-nsfmat!pro-avalon!jstich ARPA: crash!pro-nsfmat!pro-avalon!jstich@nosc.mil INET: jstich@pro-avalon.cts.com
farrier@Apple.COM (Cary Farrier) (06/09/89)
In article <8906080857.AA21986@crash.cts.com> pnet01!pro-simasd!pro-avalon!jstich@nosc.mil writes: >I've thought that the best way to approach the problem would be to load a >picture into memory (created with any paint program) and then copy the figures >to the screen. Am I totally barking up the wrong tree here? I am told that the fastest way to copy the figures to the screen is rather obtuse. It involves setting the stack pointer to the beginning of graphics memory and PEAing each word of data onto the stack, which is now the screen. I suppose that you would either have to save a picture in a modified format or load it in in a special way, because the picture would actually look like this : PEA <value> PEA <value> etc. So to display the picture, you could JSR to it. Sounds slick but I have never tried it. Cary Farrier +------------------------------------+ | #include "All.Standard.Disclaimers"| +------------------------------------+
ralphw@ius3.ius.cs.cmu.edu (Ralph Hyre) (06/10/89)
In article <32331@apple.Apple.COM> farrier@Apple.COM (Cary Farrier) writes: >In article <8906080857.AA21986@crash.cts.com> pnet01!pro-simasd!pro-avalon!jstich@nosc.mil writes: >>I've thought that the best way to approach the problem would be to load a >>picture into memory (created with any paint program) and then copy the figures >>to the screen. Am I totally barking up the wrong tree here? > > I am told that the fastest way to copy the figures to the screen... > .. involves setting the stack pointer to the beginning of graphics > memory Of course, only an Apple //GS or other 65802/65816-based system can do this, so it's suprising to see this advocated by someone at Apple :-) Any chance that Apple will start supplying 65802's in their 8-bit machines? -- - Ralph W. Hyre, Jr. Internet: ralphw@{ius{3,2,1}.,}cs.cmu.edu Phone:(412) CMU-BUGS Amateur Packet Radio: N3FGW@W2XO, or c/o W3VC, CMU Radio Club, Pittsburgh, PA "You can do what you want with my computer, but leave me alone!8-)" --
orcus@pro-lep.cts.com (Brian Greenstone) (06/10/89)
Network Comment: to #4322 by pnet01!crash!pro-avalon.cts.com!jstich I am presently writing a short article on IIgs animation and shape drawing. I should have the article finished within the week and I'm going to put it up on AppleLink.