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Forums > C64 Coding > Holy Grails
2018-03-18 10:10
Krill

Registered: Apr 2002
Posts: 2825
Holy Grails

I've been wondering about them, with some having been finally discovered, others not yet, and some probably going to remain in the realm of the impossible forever.

I'm speaking of things like:
- 320x200x16 graphics without restrictions
- Crash-free all-direction hardware scrolling
- Digi replay of 8-bit samples at one register write per sample and without requiring cycle accuracy

on standard vanilla hardware, of course.

Some examples of discovered grails are:
- Cube rotating at 50 fps about 3 axes
- The 9th sprite (with some restrictions)
- On-the-fly standard GCR block read+decode+checksumming

As for definition, they all satisfy some measure of being perfect or optimal or being possible after all, with no further improvements required, possible or necessary. But i'm not so sure if that definition holds water with regard to some of the examples i listed. :D

The question is, what other Holy Grails are there, already discovered or still elusive?
What are your pet grails you've been chasing after for decades or have found eventually? :)
 
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2018-03-24 12:09
Peiselulli

Registered: Oct 2006
Posts: 81
This approach is a little bit too static. What do you do if the color configuration changes (e.g char animation with partial color replacements) ? Then you have in bad circumstances to recalculate your complete speed code. For simple tasks like fading it is OK, but not for more complex situations.
2018-03-24 12:24
TheRyk

Registered: Mar 2009
Posts: 2053
Quote: How about things like executable gfx/music? Or self-modifying self-modifying ... code?

self-modifying self-modifying shouldn't be very rare, just thinkj of EORing something like DEC to INC and back

executable music: certain rips in HVSC, especially the digi/sample files that come with their own IRQ build inside the init, do weird stuff if you launch them, e.g. if you load this SID-File
Aurora Remix
(without header of course) to $1400 and enter SYS5376, the timerIRQ also opens top/bottom borders :)
2018-03-24 17:01
enthusi

Registered: May 2004
Posts: 674
Smbfhb by Robert & Lotsch
Check out what this actually does!
2018-03-24 20:05
Rastah Bar

Registered: Oct 2012
Posts: 336
Cool stuff. But what I was thinking of: suppose you have some runnable code in memory and you point screen memory, character memory, or sprite pointers to it, that it then actually shows a nice pattern or image instead of something unrecognizable. In other words: the numbers in memory are code and graphics at the same time.
2018-03-24 20:18
Peacemaker

Registered: Sep 2004
Posts: 243
Quote: Cool stuff. But what I was thinking of: suppose you have some runnable code in memory and you point screen memory, character memory, or sprite pointers to it, that it then actually shows a nice pattern or image instead of something unrecognizable. In other words: the numbers in memory are code and graphics at the same time.

and why would someone do that? to save memory? :)
2018-03-24 20:30
Rastah Bar

Registered: Oct 2012
Posts: 336
Yes, or for the fun of it.
2018-03-24 20:31
Peacemaker

Registered: Sep 2004
Posts: 243
reminds me of using the colorram for code /o\
=)
2018-03-24 21:31
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Cool stuff. But what I was thinking of: suppose you have some runnable code in memory and you point screen memory, character memory, or sprite pointers to it, that it then actually shows a nice pattern or image instead of something unrecognizable. In other words: the numbers in memory are code and graphics at the same time.

the 2 color hires image, extending to top/bottom border in risen from oblivion is exactly that :)
2018-03-25 08:58
Rastah Bar

Registered: Oct 2012
Posts: 336
Awesome! We all have ideas like this, but actually pulling it off is brilliant!
2018-03-25 09:04
Oswald

Registered: Apr 2002
Posts: 5017
its a bit cheating. using c128 2mhz mode, vicII will read what cpu has read in every 2nd cycle so code is just lda #gfxbyte lda #gfxbyte..
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