> Translate function on Blitter. Programmer supplies a 256 byte lookup table, and source data is used as index into table which selects each byte to write to destination.
With that we can then perform easy shift/rotate operations, the data is precalculated for us. A 7 way set of Rotate lookup tables costs us less than 1.5 K
tab_adr equ $00
ldy #$00
_copadr lda adresy,y
sta tab_adr,y
iny
cpy #...
bne _copadr
adresy dta a(_adr1),a(_adr2),a(_adr3),a(_adr4), .....
and
ldx #$00
ldy #$00
_1 lda position,y
sta (tab_adr,x)
inx
inx
iny
cpy #...
bne _1
and then
ldy #$00
_adr1 equ *-1
lda (pzero),y
ldy #$00
_adr2 equ *-1
sta (pzero),y
ldy #$00
_adr3 equ *-1
lda (pzero),y
ldy #$00
_adr4 equ *-1
sta (pzero),y
...
or sth ???
>Graphics remapping function. e.g. for doing C64 conversions, it'd be great to be able to just take 1 or 2 bit per pixel source data and have it automatically remapped to full byte destination per pixel. Use of existing OR function allows easily giving each sprite it's unique range of colours.
> ADD operation on 16-bit data.
> Blit operation which loads data into a Palette. As it is, it's not very practical to do pics with >1024 colours. If a blit op could do a palette reload, then greatly increased colour range would be a reality.
maybe for such tasks better solution is vbxe with mini cpu instead blitter?
cpu in vbxe has access to vbxe registers...
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> jeszcze sie zastanowcie nad kwestia "moralna" - na ile atari z 2ma cpu bedzie jeszcze atari - dla mnie przetwarzanie rownolegle na 8bitach to juz przesada
w latach 70 zeszlego stulecia atari w automatach juz to mialo. dla wielu vbxe w atari jest przesada, wpasowales sie w ogolny trend ;-)
> blitterem w tej chwili mozna zrobic dowolna gre bazujaca na tilemapie
no wlasnie... ale kopiowanie prostokatow to nie wszystko