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Forums > C64 Coding > UFLI?
2005-09-30 14:54
Nightlord

Registered: Jan 2003
Posts: 131
UFLI?

Hi everyone,

I tried to google around in order to learn how ufli works but could not find anything. I know how fli, afli, shfli, shifli and finally xfli works.

can someone please explain how ufli works and what are its limitations. i tried to look at the displayer code of that veronica picture. i see sprites involved. but i do not understand the code...
 
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2005-10-04 18:02
Six

Registered: Apr 2002
Posts: 288
Does anyone know if the UFLI displayer has already been NTSC fixed by someone? I've been thinking of using the format for something, and don't want to rewrite the display routine if someone else has already done so...
2005-10-04 18:49
Cruzer

Registered: Dec 2001
Posts: 1048
Wonder if it would be possible to make a UFLI routine with FLI every line. 6 sprites over FLI has been done in this demo: Darwin
2005-10-04 19:16
Tch
Account closed

Registered: Sep 2004
Posts: 512
Don´t really know if X-expanded sprites reduce the available rastertime.
Would be really great to have each line available!
Believe it or not,it does interfere and more compromises are required.

I think Dane´s XFLI is a one-liner.
Just don´t like to have a half-empty screen.
My code is not good enough to fill it up with something else. ;)
2005-10-05 06:43
HCL

Registered: Feb 2003
Posts: 717
It's possible, but tricky. You have to use the sprite-crunching trick to automatically *stretch* the sprite, since you have no cycles to put new spt-ypos. That will give you at most 168 lines of gfx, probably a few lines less in reality. But i don't know where the sprite-data go, and which video-banks have to be used.. I guess Ninja's 8-cycle FLI-routine is not too flexible ;).
2005-10-05 07:12
WVL

Registered: Mar 2002
Posts: 886
sssssssssshhh!!! STOP TALKING NOW!

well, fortunately it's not ME who's working on it :) I hope nobody has just gotten any ideas though..

weird shit, every time something seems to hang in the air and it just makes sense to make a particular routine, so everyone goes for it.. why is that?

woef. :)
2005-10-05 07:15
WVL

Registered: Mar 2002
Posts: 886
Quote: It's possible, but tricky. You have to use the sprite-crunching trick to automatically *stretch* the sprite, since you have no cycles to put new spt-ypos. That will give you at most 168 lines of gfx, probably a few lines less in reality. But i don't know where the sprite-data go, and which video-banks have to be used.. I guess Ninja's 8-cycle FLI-routine is not too flexible ;).


well, i didnt check ninja's routine out in detail, but i'm guessing there's the usual 8 lines-o-repetion.. so max 8 color banks are used and there should be plenty-o-space for sprites..

i agree the order of the sprites in memory WILL be totally crazy though, with the irregular $d018 pattern :) but i don't want to force myself to think about it ;)..

Anyway, i'm guessing that if you use the correct y-offset at the top of the screen, things will fall into place and you will get true 168 different lines of sprite data, which is the real problem here.
2005-10-05 14:35
HCL

Registered: Feb 2003
Posts: 717
The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it.
2005-10-05 15:11
TDJ

Registered: Dec 2001
Posts: 1879
Quote: The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it.

If you build it, they will come -> if there's an editor, people will use it.
2005-10-05 17:32
WVL

Registered: Mar 2002
Posts: 886
Quote: The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it.

I think I know someone ;)
2005-10-05 17:59
Tch
Account closed

Registered: Sep 2004
Posts: 512
Ehrr.. mi sjtupeed....mi piksel massoghist. ;)

Well,I´d probably use it.
But I can understand the editor being one b°tch to make.
Maybe it´s an idea to use a $DD00 swapper in the original UFLI editor?



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