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Forums > C64 Coding > DYPP
2017-03-29 13:36
Rudi
Account closed

Registered: May 2010
Posts: 125
DYPP

Hi,
DYPP - Different Y Pixel Position.
I don't seem to find an explanation on this effect on C64 on codebase or anywhere. Maybe its in another thread here on csdb, then please provide an link.

I know the basics of sines, ive made sinescroll on PC, but its easier there since you can look up the framebuffer directly, via sine-tables and so on.

Im wondering how this effect is easily made on C64. I believe there are more than one way, but i guess one way is slower than the other; for example moving each column-bit (inside a char) in realtime. The other way I think is having the chars animated, similar to a twister. Though, im thinking each angle is used for lookup table. I just dont seem to get it right in my mind to start coding on this effect. I've seen several early cracktros and demos that does this very fast, but haven't had the time to reverse-engineer the binaries. If you have any tips and info i'd appreciate it, or even better; write an explanation for codebase.
Thanks
 
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2017-03-30 13:33
Shadow
Account closed

Registered: Apr 2002
Posts: 355
I think the old definition of DYSP was Different Y Sprite Position, ie. when you had a routine that could have open sideborder and move sprites in Y.

DYCP = Different Y Character Position (ie. a since scroller where each character could move in y)
DYPP = Different Y Pixel Position (ie. a since scroller where every horizontal pixel of the character could move in y)

Ah, the good old days when every effect had to have a name! :)
2017-03-30 13:35
chatGPZ

Registered: Dec 2001
Posts: 11088
real men make snurkel scrollers anyway. in the sideborder of course :)
2017-03-30 13:44
ChristopherJam

Registered: Aug 2004
Posts: 1359
Quote: real men make snurkel scrollers anyway. in the sideborder of course :)

Had to google that one. But https://www.youtube.com/watch?v=BmtIxiQDoZk only has DOPC (different orientation per character), rather than morphing each letter to fit the path. So lame ;-)


(Amiga super snurkel scroller/FLT for future reference, if the YT ever varnishes)
2017-03-30 15:18
lft

Registered: Jul 2007
Posts: 369
Oh, the YT will vanish before the last 5.25" floppy becomes unreadable.

As for DYCP, I always thought that referred to the charbased effect where you render the letters into pairs of chars with speedcode.
2017-03-30 19:29
Compyx

Registered: Jan 2005
Posts: 631
How would we call a DYCP (ie simple sinus-based char scroller) using sprites to make it move over a bitmap or FLI?

I did a few of those, and I wouldn't call them DYSP's. Just some trickery to make them appear as proper DYCP's.

I was thinking about doing a write-up on codebase about DYCP's, should be fun getting the terminology correct :)
2017-03-31 04:56
Oswald

Registered: Apr 2002
Posts: 5007
Quote: How would we call a DYCP (ie simple sinus-based char scroller) using sprites to make it move over a bitmap or FLI?

I did a few of those, and I wouldn't call them DYSP's. Just some trickery to make them appear as proper DYCP's.

I was thinking about doing a write-up on codebase about DYCP's, should be fun getting the terminology correct :)


DYSPFLI :) normal bitmap just DYSP.
2017-03-31 05:31
ChristopherJam

Registered: Aug 2004
Posts: 1359
Quoting Compyx
How would we call a DYCP (ie simple sinus-based char scroller) using sprites to make it move over a bitmap or FLI?


I'd still call that a DYCP; the 'character' in the acronym is in my mind a unit of distance, that tells you the granularity of the effect. There are plenty of different ways to achieve it.
2017-03-31 10:40
mankeli

Registered: Oct 2010
Posts: 110
I would do 8 copies of the charset (one for each pixel column) and then just LDA ORA ORA ORA ORA ORA ORA STA.
If you arrange chars nicely, maybe you can unroll the whole thing and do LDY LDA,y ORA,y ... dunno.
Maybe there's better way as well.
2017-03-31 11:37
Oswald

Registered: Apr 2002
Posts: 5007
better way: speedcode per char, to skip empty pixels.
2017-03-31 12:25
Compyx

Registered: Jan 2005
Posts: 631
Even better: use VSP, that way the shape of the dypp doesn't actually change and you can optimize a lot of code (no need to clear stuff, perhaps 'join' a few pixels in a single ORA, etc).
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