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Forums > C64 Coding > Super Stable(tm) NMIs
2017-01-28 06:53
oziphantom

Registered: Oct 2014
Posts: 478
Super Stable(tm) NMIs

Before I go tumbling down a rabbit hole, though I would check with people in the know if this is sane..
I have a need for stable raster ( doesn't need to be to the clock stable, but stable ish <4 ) with potential sprites and maybe some samples playing...

To which I was thinking if doing my IRQ stuff in NMI, where I can use TIMER A to clock the point I want, then use the Inverse X cycle counter in Timer B to stabilise it. A Pal Frame is 19,656 cycles right, which easily fits into 65,536.
Since I can set the cycle to start me in the char area ( on a good line) the fact there are sprites is neither here nor there right? And I can support NTSC by having a different Next NMI timer value table?
The I get the Sample routine ( which are traditionally on NMI ) to use the other CIA, so it fires on IRQs.

So I can had stable rasters that change a register during the "write cycle" before the VIC enables Sprite DMA, and optionally have and not have sprites around, and play samples, as it starting to get a bit too good to be true..
2017-01-28 09:00
tlr

Registered: Sep 2003
Posts: 1714
Yes, you can use the timers although I didn't fully understand the timer B part you describe. Using the inverted LSB of the triggering timer is usually sufficient. Both NMI or IRQs work.

The interrupt routine needs to be really fast though. When you enable sprites the window the routine must fit in shrinks a lot. The more stable you need the interrupt, the larger the execution time of the correcting code is going to be.
2017-01-28 11:02
Mixer

Registered: Apr 2008
Posts: 422
You probably mean that the NMI Timer B is the timer that sets the interrupt flag and Timer A just runs from 8-0 for the jitter stabilization, ok that works. I do not get the super stable part unless you imply that there is a way to make the jitter smaller?
2017-01-28 11:04
oziphantom

Registered: Oct 2014
Posts: 478
The NMI will still have a jitter because of the CPU, so I can use http://codebase64.org/doku.php?id=base:using_a_timer_as_an_inve.. to lock it again. Which thinking about it more, I will need as I'm then going to set the next NMI in clocks, so if there is a cycle of jitter then the whole thing will slide around...
The critical parts of the NMI are open border, closer border, toggle multi colour to hires, so basically store a value into one VIC location.
2017-01-29 15:35
chatGPZ

Registered: Dec 2001
Posts: 11114
perhaps look at the "Ninja method" as well, since you waste a lot less cycles with that
2017-01-29 18:51
algorithm

Registered: May 2002
Posts: 702
Indeed, also utilised in sounddemons cycle exact sample replay. Based on the jitter, it directly jumps to for example (can be changed) $0100,$0200,$0300,$0400.. and relevant delays in each section to ensure that the nmi routine starts from exactly the same position
2017-01-29 22:04
Frantic

Registered: Mar 2003
Posts: 1627
For convenience:
https://codebase64.org/doku.php?id=base:nmis_and_distributed_ji..
2017-01-30 04:13
oziphantom

Registered: Oct 2014
Posts: 478
The Ninja method is amazing, but in a Video game where I'm going to have at least 3 splits, and maybe dynamically add in/remove some splits with a bitmap and sprites. So that takes out 64 pages, ZP, Stack, 66 pages. Data storage of extra sprites and level data, game code and well having bits for lets say 6 splits, at 8 pages each = 48 pages, its starting to get to be a real pain to manage. So at this stage I would rather pay the clocks, but thanks for the info anyway.
2017-01-30 08:27
JackAsser

Registered: Jun 2002
Posts: 1989
It only eats 7 pages (or 8 if you treat diffierent CIA versions as jitter). Which pages depends on the relation between the IRQ-source and the timer
2017-01-30 09:31
HCL

Registered: Feb 2003
Posts: 716
If you want several different IRQ:s (or NMI:s) with stable timing, you may of course use the lo-byte of the jmp to address different locations on each page. ..but i think that is included in the so called "Ninja-method".

Besides i will refuse to start a discussion on who was really the first to invent the so called "Ninja-method" :).
2017-01-30 09:59
Oswald

Registered: Apr 2002
Posts: 5017
so, HCL method ? :)
2017-01-30 11:20
Frantic

Registered: Mar 2003
Posts: 1627
Don't discuss it!
2017-01-30 13:06
HCL

Registered: Feb 2003
Posts: 716
Nono.. I was definitely *not* the first. Perhaps the last.
2017-01-31 08:50
lft

Registered: Jul 2007
Posts: 369
Quoting HCL
If you want several different IRQ:s (or NMI:s) with stable timing, you may of course use the lo-byte of the jmp to address different locations on each page. ..but i think that is included in the so called "Ninja-method".


I'm not so sure. Those locations would have to be one byte apart, and later calls would go to earlier addresses. So you would have to construct some kind of inverted clockslide. Maybe it is possible somehow, but it seems really difficult. Game on?
2017-01-31 09:50
Mixer

Registered: Apr 2008
Posts: 422
Like HCL said.

From the top of my head, you can do

dc02 4c
dc03 lowbyte, Any value, the stable routine lo
dc04 hibyte , == timer from 8 to 0, the stable routine hi
dc05 0
dc06 your event timer lo
dc07 your event timer hi
dc0d 02 // timer B causes interrupt, A does not.
dc0e 01 // timer A just runs.
dc0f 01 // timer B just runs. must be started in sync with timer A

fffe 02 // IRQ vector to $dc02
ffff dc //

The stable routine then has the nops or other delays depending on how many cycles to compensate on each page/timer value.

But getting back to the Oziphantom original problem, I think there is no need for such a complex system, if one just needs one or two timed events per frame.
2017-01-31 10:37
lft

Registered: Jul 2007
Posts: 369
Oh, right. I misunderstood HCL. Yes, the lo-byte can be anything as long as it's fixed. I was thinking of having a dynamic lo-byte and a fixed hi-byte.
2017-01-31 16:11
chatGPZ

Registered: Dec 2001
Posts: 11114
but can you change the lowbyte using sprite collisions?
2017-02-01 13:52
Radiant

Registered: Sep 2004
Posts: 639
Quoting HCL
Nono.. I was definitely *not* the first. Perhaps the last.


I still haven't used that method. :-)
2017-02-01 22:10
Compyx

Registered: Jan 2005
Posts: 631
Is this the thing that jumps to $3c00, $3d00 etc? Then it's the Horizon-method :)
2017-02-03 23:43
Copyfault

Registered: Dec 2001
Posts: 466
Quote: It only eats 7 pages (or 8 if you treat diffierent CIA versions as jitter). Which pages depends on the relation between the IRQ-source and the timer

Hmm, if I understood this "use timer lo-byte as hi-byte of the irq-jump-vector"-method (or should we call it Ninja-rizon-method;)?) correctly it needs 8 pages even when sticking to a fixed CIA version (and without the use of unintended opcodes).

As discussed before (e.g. in Stable Raster via Timer) jitter causes 8 different timer values resulting in eight different jump adresses. Or do I mix things up here???
2017-02-04 09:19
Frantic

Registered: Mar 2003
Posts: 1627
Hehe.. I was also reminded about that discussion when I read that and thought "hey, uh... what was the conclusion of that old thread again?".
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