[comp.sys.amiga.tech] Horizontal scrolling problems

dlleigh@mit-amt.MEDIA.MIT.EDU (Darren L. Leigh) (05/10/88)

I am trying to create a hi-res, interlaced horizontally scrolling
display for use in my heart monitor project.  I have been having some
weird problems with wide bitmaps and with the ScrollVPort function.

When the bitmap I am using is 1024 or fewer pixels wide, the display
is fine and I just get some hashing when I call ScrollVPort (I know
the docs said there would be some hashing, but that much?!?).  When
the bitmap is 1025 or more pixels wide, I get junk on the screen (even
after clearing the associated rastport, and without doing any
scrolling).  The junk seems to scroll OK, but jumps around a lot.  I
don't seem to be able to draw onto the junk either.

The bitmap in question is attached to the second rasinfo structure of
a dual playfield display (many thanks to those who helped me get that
working), but I get the same problem with single playfield displays.

Am I doing something wrong?  Is there a bug?  Or am I just going crazy?

=============================================================================
 Darren Leigh			dlleigh@media-lab.mit.edu
 362 Memorial Dr.               mit-amt!dlleigh
 Cambridge, MA 02139

papa@pollux.usc.edu (Marco Papa) (05/10/88)

In article <2465@mit-amt.MEDIA.MIT.EDU> dlleigh@media-lab.media.mit.edu.UUCP (Darren L. Leigh) writes:
>I am trying to create a hi-res, interlaced horizontally scrolling
|display for use in my heart monitor project.  I have been having some
|weird problems with wide bitmaps and with the ScrollVPort function.
|
|When the bitmap I am using is 1024 or fewer pixels wide, the display
                               ^^^^^^^^^^^^^
|is fine and I just get some hashing when I call ScrollVPort (I know
|the docs said there would be some hashing, but that much?!?).  When
|the bitmap is 1025 or more pixels wide, I get junk on the screen (even
               ^^^^^^^^^^^^
|after clearing the associated rastport, and without doing any
|scrolling).  The junk seems to scroll OK, but jumps around a lot.  I
|don't seem to be able to draw onto the junk either.
|The bitmap in question is attached to the second rasinfo structure of
|a dual playfield display (many thanks to those who helped me get that
|working), but I get the same problem with single playfield displays.
|Am I doing something wrong?  Is there a bug?  Or am I just going crazy?

According to the RKM manual (page 2-20 of Vol. 1 of the CBM edition) :
"The big picture (called a raster and represented by the BitMap structure)
can have a maximum size of 1024 by 1024. "

-- Marco Papa 'Doc'
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cmcmanis%pepper@Sun.COM (Chuck McManis) (05/10/88)

In article <2465@mit-amt.MEDIA.MIT.EDU> (Darren L. Leigh) writes:
> I am trying to create a hi-res, interlaced horizontally scrolling
> display ... When the bitmap I am using is 1024 or fewer pixels wide, 
> the display is fine ... When the bitmap is 1025 or more pixels wide,
> I get junk ...

Darren, you can't scroll a bitmap that is more than (actually 1008 
pixels wide) The reason being that the blitter cannot handle it.
When the new blitter/Agnus becomes available this will be possible
but it isn't yet. With custom blits you can play games with multiple
bitmaps although I suspect you can do that now since you can't display
a 1024 wide bitmap yet. 

Hashing occurs when you don't wait for the bottom of the frame before
scrolling.

--Chuck McManis
uucp: {anywhere}!sun!cmcmanis   BIX: cmcmanis  ARPAnet: cmcmanis@sun.com
These opinions are my own and no one elses, but you knew that didn't you.