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Forums > C64 Coding > Double buffering color ram in half of the screen?
2017-10-18 09:52
Rastah Bar

Registered: Oct 2012
Posts: 336
Double buffering color ram in half of the screen?

Suppose you have some text or MC bitmap graphics only in the bottom half of the screen, perhaps you could double buffer (color ram & gfx) using FLD?

I mean: in one frame you first switch to an empty screen in the top half (where you have some sprite action, say) and in the bottom half you switch to the desired graphics screen. In another frame you FLD the top half of desired color ram & gfx down to the bottom half.

Don't know if this can be useful though.
 
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2017-10-18 12:39
Cruzer

Registered: Dec 2001
Posts: 1048
Quoting ChristopherJam
eg a BMP that never used the 11 bitpair
Or hires bitmap.
2017-10-18 14:03
TWW

Registered: Jul 2009
Posts: 541
For the screenram colors, you can double buffer and spread the gfx-move routine over the amount of HW scroll pixels you scroll with by toggling the screenram location.

For the colorram however, this could work imho. However I would pro'lly speedcode it as I am fucking daft with these VIC tricks.
2017-10-18 14:37
Rastah Bar

Registered: Oct 2012
Posts: 336
I wasn't really thinking about a game. I just posted it to get the discussion going. Perhaps it might be useful for some kind of interlaced graphics effect in an intro or demo. But I guess speedcode is the preferred technique in any case.

Cruzer, thanks for the link. Really cool (or should I say "chilly"?) demo. It is the effect just before the twister, isn't it? I love that twister, btw, so colorful.
2017-10-18 16:57
Peiselulli

Registered: Oct 2006
Posts: 81
Yes, it is the greetings part.
The double buffer color ram has a nice feature: If you scroll not at maximum speed and you need for example only a frame update every 4th frame, than you can build up a quarter of the screen with color ram in one of each of this frames. So you need to update only 120 chars (=240 bytes) per frame if you scroll with 2 pixel per frame.
The idea comes from Groepaz (he posted it some years ago in the Forum64) btw.
2017-10-18 17:09
chatGPZ

Registered: Dec 2001
Posts: 11108
actually the idea is even older... some other guy came up with a japanese-style bullet-hell shooter like thingy which used this technique and posted it here on csdb even more years before. too bad i totally forgot the name of the guy or the production (maybe someone else remembers?)
2017-10-18 17:10
Krill

Registered: Apr 2002
Posts: 2839
And there are more benefits, beyond technical advantages: there are 256 freely-positionable double-height tiles (8x16 or 4x16 pixels), which is (almost) double as much graphics to play with for a graphician/level designer. :)
2017-10-18 19:09
ChristopherJam

Registered: Aug 2004
Posts: 1378
Quote: actually the idea is even older... some other guy came up with a japanese-style bullet-hell shooter like thingy which used this technique and posted it here on csdb even more years before. too bad i totally forgot the name of the guy or the production (maybe someone else remembers?)

That was Doynax's Balls of the Scrolling Thunder; he commented extensively about it in the Sorting discussion ten years ago.
2017-10-18 19:38
chatGPZ

Registered: Dec 2001
Posts: 11108
mmmh but where is it then? pretty sure it had a csdb entry too.... *shrug*
2017-10-18 19:40
ChristopherJam

Registered: Aug 2004
Posts: 1378
Never completed to my knowledge.
2017-10-18 19:41
chatGPZ

Registered: Dec 2001
Posts: 11108
no, but binary posted and added as "preview". i certainly have run it myself :)

edit: Balls of Scrolling Thunder Preview
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