Earlier quoted context omitted.
It was crazy efficient on character or tile-based hardware. It makes no difference on bitmap displays, or rather adds some overhead.
At the end of the day it's always pixels - alway has been [1] - and the efficiency of storing and blitting a small number of fixed size rectangles is hard to beat if you can get away with it. [1] Except for the early oscilloscope style vector displays maybe.
Mousefood – Build embedded terminal UIs for microcontrollers
21–30 of 48 posts
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#22Earlier quoted context omitted.
It was crazy efficient on character or tile-based hardware. It makes no difference on bitmap displays, or rather adds some overhead.
At the end of the day it's always pixels - alway has been [1] - and the efficiency of storing and blitting a small number of fixed size rectangles is hard to beat if you can get away with it. [1] Except for the early oscilloscope style vector displays maybe.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#23Earlier quoted context omitted.
At the end of the day it's always pixels - alway has been [1] - and the efficiency of storing and blitting a small number of fixed size rectangles is hard to beat if you can get away with it. [1] Except for the early oscilloscope style vector displays maybe.
No, this is technically not fully correct. Early text based display output systems were relying on special character generator hardware to generate the display signals producing the text on screen. Those systems did not have any means of generating arbitrary pixel patterns.
EDIT: If you mean they were not copied in a frame buffer first, you are right. I should not have written 'blitting'.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#24Earlier quoted context omitted.
At the end of the day it's always pixels - alway has been [1] - and the efficiency of storing and blitting a small number of fixed size rectangles is hard to beat if you can get away with it. [1] Except for the early oscilloscope style vector displays maybe.
Character-based hardware only stores the characters and the grid instead of the full bitmap for the frame, which is very efficient memory-wise. Tile-based hardware (e.g. most console graphics chips in the 8/16 bit era) also had scrolling and layers, and was extremely memory-efficient as well. With bitmap displays you already store full frames.
My original point that putting a fixed number of small and fixed rectangles on a screen is more efficient than line drawing still stands though.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#25Earlier quoted context omitted.
No, this is technically not fully correct. Early text based display output systems were relying on special character generator hardware to generate the display signals producing the text on screen. Those systems did not have any means of generating arbitrary pixel patterns.
Do you have an example? All the 8-bitters I know drew the characters from memory, which was a character ROM per default but could be changed either with a screw driver or by bank switching some RAM in-place. EDIT: If you mean they were not copied in a frame buffer first, you are right. I should not have written 'blitting'.
I believe on some systems there were some tricks that allowed some bitmap display by redefining glyphs. One example off the top of my head is The 8-Bit Guy's Planet X2, which can use text mode but with glyphs redefined to use for icons, units, terrain, UI, etc.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#26Earlier quoted context omitted.
No, this is technically not fully correct. Early text based display output systems were relying on special character generator hardware to generate the display signals producing the text on screen. Those systems did not have any means of generating arbitrary pixel patterns.
Do you have an example? All the 8-bitters I know drew the characters from memory, which was a character ROM per default but could be changed either with a screw driver or by bank switching some RAM in-place. EDIT: If you mean they were not copied in a frame buffer first, you are right. I should not have written 'blitting'.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#27Hi Orhun, Could it be used with CYD (Cheap yellow display) ?
Today I Learned: https://github.com/witnessmenow/ESP32-Cheap-Yellow-Display
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#28Reminds me a lot of the UI styles in the Minecraft mod ComputerCraft.
I first learned about password hashing when I tried to make the actually most secure door lock program. I first used raw SHA-256, but then someone on the forum introduced me to PBKDF2...
Sometimes I miss those days.
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#29Earlier quoted context omitted.
Sure, but that's beside the point. Text based graphics with fancy or custom fonts is just crazy efficient. That is exactly how we got the amazing graphics of The Last Ninja or Turrican on machines with less than 64KiB useable RAM. Same for more modern embedded devices. If you constrain yourself to text you increase both runtime performance and your developer productivity.
Are you claiming that scrapping together boxes and whatnot with line drawing characters is more efficient than just drawing the lines directly?
Re: Mousefood – Build embedded terminal UIs for microcontrollers
#30Earlier quoted context omitted.
No, this is technically not fully correct. Early text based display output systems were relying on special character generator hardware to generate the display signals producing the text on screen. Those systems did not have any means of generating arbitrary pixel patterns.
Do you have an example? All the 8-bitters I know drew the characters from memory, which was a character ROM per default but could be changed either with a screw driver or by bank switching some RAM in-place. EDIT: If you mean they were not copied in a frame buffer first, you are right. I should not have written 'blitting'.