Path: utzoo!attcan!telly!lethe!torsqnt!news-server.csri.toronto.edu!cs.utexas.edu!helios!csseq!aaron From: aaron@csseq.tamu.edu (Aaron Hightower) Newsgroups: comp.sys.amiga.tech Subject: Re: Simple Overscan Display Message-ID: <11024@helios.TAMU.EDU> Date: 21 Dec 90 19:25:31 GMT References: <4189@mindlink.UUCP> <664@cbmger.UUCP> Sender: usenet@helios.TAMU.EDU Organization: Computer Science Department, Texas A&M University Lines: 49 In article <664@cbmger.UUCP> peterk@cbmger.UUCP (Peter Kittel GERMANY) writes: >In article <4189@mindlink.UUCP> a976@mindlink.UUCP (Ron Tarrant) writes: >> >>I took a look at the code for MultiPlot and unfortunately it doesn't do the >>kind of thing I'm trying to do. Like you said, it will create an overscan >>screen IF the WB screen is overscan (set by MoreRows, et al). What I want to do >>is create an overscan display from scratch so that the end product doesn't >>depend on MoreRows or something else to set up the overscan screen. >> >>Is there an OFFICIAL CBM way of doing this? > >You must (upgrade to/wait for) 2.0 where there is an OFFICIAL way for >doing overscan. > >-- >Best regards, Dr. Peter Kittel // E-Mail to \\ Only my personal opinions... >Commodore Frankfurt, Germany \X/ {uunet|pyramid|rutgers}!cbmvax!cbmger!peterk Okay. I have WB2.0. I have a similar problem. I have a game that uses sprites. I have recently found that WB2.0 on the Amiga 3000 has very many different things that a program must consider when loading from the workbench. 1) I have not been able to, as of yet, get sprite#7 (the last one) of the hardware sprites to appear at all on the Amiga 3000. 2) When using Overscan from the Workbench before loading my game, the # of sprites available is inversely proportional to the amount of overscan available from the workbench. I have, since then, found that this is a problem with "bandwidth" shared by (or something similar to being shared) screen and sprite display hardware. EG: In maximum overscan, I can only display sprites 0 (pointer) thru 4 (or 5 - don't quite remember.) 3) When using SuperBitMap features of the display, (particularly ones that involve horizontal scrolling) sprites 4 and 5 start to go crazy. It is a bit like a fireworks display, but only 16 pixels wide on the horizontal position of the sprite (4 or 5). I have found these sprite problems to be very annoying. Someone suggested that the sprite 4/5 problem may be a defect in my particular machine - but they work fine when I am not on a SuperBitMap screen that scrolls horizontally. I think that I could prevent problem 2 by using CloseWorkBench() and OpenWorkbench and/or changing the OverScan values - I suppose I'll do some grepping for a routine in the 2.0 compiler headers and some more research on that (any ideas?) So, C=, what's the story on Amiga3000 sprites? Am I an isolated case? Am I doing something wrong? Is there a simple solution? Anyone?