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...
move.w cameraY.w,d1 ; Draw from the top of the camera
move.w d1,d2 ; Construct VDP command from camera position
andi.w #$F0,d2 ; (y & $F0) * 16
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?
so with the VRAM write command would you write to the potion of the plane that the player can not see then copy in the tile IDs
and what do you mean when saying set the auto increment to increment the stride of a plane and would that be for loading a new column of new tile data?
when streaming planes you have to stream new tile data in column's like this, to make a whole level otherwise the tile map will loop
so i tried to do this but i got stuck on how to load a column, so i asked some people and someone told me you load it in a vertical row but...
i am confused on how to load a column when streaming planes. But i researched and someone said to load it in a vertical row from horizontal scrolling, but another information sheet said that vertical scrolling allows 2 tile wide column to be loaded. But i wouldn't know how to scroll that...