Let's say that the width of the plane is 64 tiles. The size of a tile ID in bytes is 2 bytes, so the stride of the plane would be 128 bytes. Setting the auto-increment value to that would make it so that when you write a tile ID, it will increment the VRAM address by that amount automatically...
.DrawLeft1:
move.l (a2)+,(a1) ; Draw column tile
dbf d0,.DrawLeft1 ; Loop until section is drawn
would this be drawing a tile directly underneath the one above?
DrawColumn2:
move.w cameraY.w,d1 ; Draw from the top of the camera
andi.w #$FFF0,d1
subi.w #16,d1
move.w d1,d2 ; Construct VDP command from camera position
andi.w #$F0,d2 ; (y & $F0) * 16
lsl.w #4,d2
move.w...
i saw i youtube description and it said something like this: new columns and/or rows get drawn over old ones. The tiles are 16x16 pixels, so two rows or columns have to be updated at a time. This is done using a temporary buffer which gets populated with the tile data and is then updated using...
so i was looking around for some piece of code to get started coding for the Sega mega drive so i found a really good sample but the only problem was i did not know how to build it
but i eventually found out
i changed the maps and stuff
so i would need to construct a vdp write to write to an appropriate portion of the plane and then set the auto increment to increment the stride of the plane
is there a mode for incrementing a stride of the plane?