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Forums > C64 Coding > Limitations for sideborder sprites
2016-12-06 16:37
Trap

Registered: Jul 2010
Posts: 157
Limitations for sideborder sprites

Hi,

I'm doing some recreational coding and hit a small bump. Now, It's been a long time since I've done any serious sidebordercoding, but shouldn't it be possible to have 4 sprites in the sideborder while still having text (no d011 fiddling)? Right now I'm out of time for the badline so maybe it's not possible or I am not using the right sprites? (remembering there's some limitations depending on what sprites you use).

Would some kind soul enlighten me on the subject?

Thanks.

Trap
 
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2016-12-07 16:37
Compyx

Registered: Jan 2005
Posts: 271
Quoting JackAsser
If it is the finsl line of the sprites the you can do all eight! ;)


What is 'finsl'? First or final? I'd guess final.
2016-12-07 18:38
JackAsser

Registered: Jun 2002
Posts: 1242
Quote: Quoting JackAsser
If it is the finsl line of the sprites the you can do all eight! ;)


What is 'finsl'? First or final? I'd guess final.


Oh! Final yes
2016-12-07 19:03
ZeSmasher

Registered: Feb 2003
Posts: 222
what's the final line of the sprites? the 21st pixel row?
2016-12-07 19:20
JackAsser

Registered: Jun 2002
Posts: 1242
Quote: what's the final line of the sprites? the 21st pixel row?

Yes. My comment was just for teh trolling.
2016-12-08 01:47
ZeSmasher

Registered: Feb 2003
Posts: 222
yeah, my sonar warned me about the detected trolling, but nowadays with all the poop in the oneliner it's getting hard to single out serious talk from the joke. :)
2016-12-08 23:58
mankeli

Registered: Oct 2010
Posts: 42
Can you open the left sideborder on the first screen line, even if you have all 8 sprites active?
2016-12-09 01:02
Scan

Registered: Dec 2015
Posts: 49
I think so, yes, because the data of sprite 0,1 and 2 are fetched in the right border right before the bad line (after you done the operation of opening the sideborder), and you need to close the border after the VIC has fetching the last prite data, but you will have no time left to do anything else, not even opening the sideborder on the right of the badline. So, to my knowledge, you can open the sideborder on a badline with 8 sprites, but you'll never be able to close it again on the raster line after the badline. However, that's just what I'm thinking, but I love to be proved wrong.
2016-12-09 06:02
Oswald

Registered: Apr 2002
Posts: 4090
close the borders ? again?
2016-12-09 09:18
ZeSmasher

Registered: Feb 2003
Posts: 222
that will be the ultimate challenge for 2017: close those damn borders! :)
2016-12-09 14:27
Perplex

Registered: Feb 2009
Posts: 197
There is a trick you may need to apply to get the timing right on the badline:

sty $d016
sta $d016,x ; if x > 0, reduce the operand accordingly
sty $d016
sta $d016
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