25.03.2014, 08:50
Here is the source code as requested....
Code:
WBStartup
; flags for InitCopList
#smoothscroll = $10
#dualplayfield = $20
#halfbrite = $40
#ham = $80
#lores = $000
#hires = $100
#super = $200
#loressprites = $400
#hiressprites = $800
#supersprites = $c00
#fmode0 = $0000
#fmode1 = $1000
#fmode2 = $2000
#fmode3 = $3000
#agapal = $10000
#agalowres = #agapal|8
; Objects
#PALETTE_DISPLAY = 0
#BITMAP_DISPLAY = 0
#BITMAP_DISPLAY2_ = 1
#BITMAP_SPRITESHEET = 2
#SHAPE_DUMMY = 0
#BUFFER_BASE = 0
#BUFFER_BASE2_ = 1
#COPPERLIST_DISPLAY = 0
; Playfield specs
#PLAYFIELD_WIDTH = 320
#PLAYFIELD_HEIGHT = 200
#PLAYFIELD_DEPTH = 8
; Allocate Bitmaps
BitMap #BITMAP_DISPLAY , #PLAYFIELD_WIDTH, #PLAYFIELD_HEIGHT, #PLAYFIELD_DEPTH
BitMap #BITMAP_DISPLAY2_ , #PLAYFIELD_WIDTH, #PLAYFIELD_HEIGHT, #PLAYFIELD_DEPTH
BitMap #BITMAP_SPRITESHEET , 672, 32, 6
BitMapOutPut #BITMAP_SPRITESHEET
Buffer #BUFFER_BASE , 2*16384
Buffer #BUFFER_BASE2_,2*16384
; Load sprite sheet
LoadBitMap #BITMAP_SPRITESHEET, "robotstrip.iff",#PALETTE_DISPLAY
AutoCookie On
tile.w = 11
GetaShape #SHAPE_DUMMY,32*tile,0,32,32
; goto blitzmode
BLITZ
InitCopList #COPPERLIST_DISPLAY,44,#PLAYFIELD_HEIGHT,#agalowres,0,2^#PLAYFIELD_DEPTH,0
DisplayPalette #COPPERLIST_DISPLAY,#PALETTE_DISPLAY
CreateDisplay #COPPERLIST_DISPLAY
BlitMode CookieMode
db.w = 0 ; current buffer, 0 or 1
x.w = 0 ; x pos
y.w = 0 ; y pos
Repeat
VWait
Colour 3,1
Locate 25,25:Print "ROBOTIC DEMO"
Locate 25,30:Print "Programmed by: Me.
.....
DisplayBitMap #COPPERLIST_DISPLAY,#BITMAP_DISPLAY+db
db=1-db
Use BitMap #BITMAP_DISPLAY+db
UnBuffer #BUFFER_BASE+db
......
Until Joyb(0)
End