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Amiga/MorphOS/AROS Programmers Forum / Re: PTDQ - faster C2P
« Last post by saimo on February 04, 2026, 06:46:47 PM »New experiment with PTDQ: dual playfield with both layers scrolling freely.
https://www.youtube.com/watch?v=mENnJygi5Eo
As usual, available from https://retream.itch.io/ptdq.
Fun fact: the foreground buffer is triple-buffered, but that's a complete waste as no graphics rendering is performed; the reason is the initial 5% was made months ago, but I got around to make the rest only now that my right arm is immobilized due to injury: it was just too much of a chore to write more code and to create more assets using just the left hand - and I'm not even left-handed (even just typing this is driving me nuts)!
LAYERS
Common:
* PTDQ system
* RGBWa color model
* 320x256 visible dots
* interleaved bitplanes
* horizontal and vertical scrolling
Background:
* 336x336 dots
* maximum 256 colors
Foreground:
* 672x576 dots
* maximum 81 non-transparent colors
* triple buffer
NOTES
* Both the layers reside in CHIP RAM.
* The layers use 6 bitplanes in all.
* If the foreground had not used 100% transparent dots, its maximum number of colors would have been 256.
* The triple buffer was implemented for glitchless rendering of graphics, but eventually no rendering was added.
* The 24-bit palettes for the cycling of the foreground colors are pre-calculated at startup; the effects are obtained by writing each frame a whole palette to the COLORxx registers with the CPU during the vertical blanking.
* The CPU is idle most of the time. The Copper is idle most of time unless the staggered lines are on. The Blitter is idle.
* YouTube's encoding degraded the quality.
https://www.youtube.com/watch?v=mENnJygi5Eo
As usual, available from https://retream.itch.io/ptdq.
Fun fact: the foreground buffer is triple-buffered, but that's a complete waste as no graphics rendering is performed; the reason is the initial 5% was made months ago, but I got around to make the rest only now that my right arm is immobilized due to injury: it was just too much of a chore to write more code and to create more assets using just the left hand - and I'm not even left-handed (even just typing this is driving me nuts)!
LAYERS
Common:
* PTDQ system
* RGBWa color model
* 320x256 visible dots
* interleaved bitplanes
* horizontal and vertical scrolling
Background:
* 336x336 dots
* maximum 256 colors
Foreground:
* 672x576 dots
* maximum 81 non-transparent colors
* triple buffer
NOTES
* Both the layers reside in CHIP RAM.
* The layers use 6 bitplanes in all.
* If the foreground had not used 100% transparent dots, its maximum number of colors would have been 256.
* The triple buffer was implemented for glitchless rendering of graphics, but eventually no rendering was added.
* The 24-bit palettes for the cycling of the foreground colors are pre-calculated at startup; the effects are obtained by writing each frame a whole palette to the COLORxx registers with the CPU during the vertical blanking.
* The CPU is idle most of the time. The Copper is idle most of time unless the staggered lines are on. The Blitter is idle.
* YouTube's encoding degraded the quality.
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