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/  Forum Index
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      /  PTDQ - faster C2P
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PosterThread
MEGA_RJ_MICAL 
Re: PTDQ - faster C2P
Posted on 26-Sep-2025 4:40:23
#61 ]
Super Member
Joined: 13-Dec-2019
Posts: 1358
From: AMIGAWORLD.NET WAS ORIGINALLY FOUNDED BY DAVID DOYLE

Quote:

ppcamiga1 wrote:

"stop this crap
it will be always too slow"




said pepikamiga1's father
as he was coming out of his mother's cervix

_________________
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CAN YOU SEE ME? CAN YOU HEAR ME? OK FOR WORK

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saimo 
Re: PTDQ - faster C2P
Posted on 4-Feb-2026 18:42:30
#62 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2527
From: Unknown

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 layer is triple-buffered, but that's a complete waste as no graphics rendering is performed; the reason is that 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 foreground mode is changed by writing a whole 24-bit palette to the COLORxx registers with the CPU during the vertical blanking. The required palettes are pre-calculated at startup.
* The CPU is idle most of the time. The Copper is idle most of time (but if the staggered lines are on, it performs a wait and a write for each visible rasterline). The Blitter is idle.
* The triple buffer was implemented for glitchless rendering of graphics, but eventually no rendering was added.
* YouTube's encoding degraded the quality.

Last edited by saimo on 09-Feb-2026 at 10:38 AM.
Last edited by saimo on 05-Feb-2026 at 05:32 PM.
Last edited by saimo on 05-Feb-2026 at 05:29 PM.

_________________
RETREAM - retro dreams for Amiga, Commodore 64 and PC

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saimo 
Re: PTDQ - faster C2P
Posted on 8-Feb-2026 12:38:03
#63 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2527
From: Unknown

I pushed the dual playfield a bit further: 256+256 colors, plus 8-bit alpha per color component value, plus 2-bit alpha channel.

https://www.youtube.com/watch?v=aHwE41IWmQ4

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 256 colors
* 8-bit alpha per color component
* 2-bit alpha per pixel

NOTES

* Both the layers reside in CHIP RAM.
* The layers use 8 bitplanes in all.
* The foreground mode is changed by writing a whole 24-bit palette to the COLORxx registers with the CPU during the vertical blanking. The required palettes are pre-calculated at startup.
* The CPU is idle most of the time. The Copper is idle most of time (but if the staggered lines are on, it performs a wait and a write for each visible rasterline). The Blitter is idle.
* YouTube's encoding degraded the quality.

New demo available at https://retream.itch.io/ptdq as usual.

Last edited by saimo on 09-Feb-2026 at 10:37 AM.
Last edited by saimo on 08-Feb-2026 at 12:40 PM.

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RETREAM - retro dreams for Amiga, Commodore 64 and PC

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