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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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2005-10-05 18:09
TDJ

Registered: Dec 2001
Posts: 1879
Quote: 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?





Swappers are so last century!
2005-10-05 18:13
Dane
Account closed

Registered: May 2002
Posts: 421
Yeah yeah, who's stupid enough to use it... fuck sake, busted!
2005-10-05 20:43
Hein

Registered: Apr 2004
Posts: 933
:) nag, nag, boohoo..
2005-10-05 23:33
NoiseEHC

Registered: Feb 2005
Posts: 51
I am halfway throught creating the UFLI MAX graphic mode but you are welcome to try that too. However do not bLAME yourself with less than 200 pixels high images, please. If you do succeed and will be faster than me then it would became the de facto standard what would make me sad...
2005-10-06 08:20
WVL

Registered: Mar 2002
Posts: 886
as said before, creating it isnt the real problem :) but making gfx (and an editor) for it...

creating UFLI MAX :

-set your 6 sprites on screen
-do d017 stretch trick, multiplex sprites immediately (so you get 168 lines-o-sprite)
-do ninja's 6 sprites over fli

erh.. that's it :)

nasty thing is figuring out the order of the sprites in memory, since the sprite contents are washed out over lotsa sprite images...

btw, did ninja use $dd00 also, or wasnt that necessary? being required to use $dd00 aswell makes the memory-use incredibly high..
2005-10-06 08:39
HCL

Registered: Feb 2003
Posts: 717
So, now Werner also has an idea of how to make it. good ;). Everyone can add their own explenation as they also figure it out.

Yes, Ninja uses DD00, or rather DD02. RTFM for that, as well as all the nasty illegals. Hmm, i though it had to be an 8-cycle loop..

Guess this will not be suitable for interlace..
2005-10-06 08:49
JackAsser

Registered: Jun 2002
Posts: 1993
Not sure u'll get 168 lines since doing sprite crunching to make a sprite wrap three times requires the d017 trick to be at line 3 of the sprite. Also, if things turn out really nasty maybe the $d017 write (which is cycle exact) collides with the $d011 write to make FLI. All in all I suspect you have to cut three or four lines on the sprites to make it all work.
2005-10-06 12:35
HCL

Registered: Feb 2003
Posts: 717
You don't do the d017-thing and FLI at the same time!!

btw. I did the same trick in the first screen of SOUL, there i got 124 lines of gfx (without multiplexing). Appearantly i lost 2 lines there..

Also check Crossbows DemusInterruptus, there you have it all with *only* 5 sprites, and **only** 160 lines :D. How lame ;)
2005-10-06 13:33
WVL

Registered: Mar 2002
Posts: 886
124 + 42 == max seems to be 164... not too shabby ;) that's 20.5 lines. and ofcourse you can always fill the rest of the screen with normal afli... or spend 1 or 2 lines on multiplexing the sprites again, which would make only those lines normal afli (or even no fli at all for one line..)
2005-10-06 14:19
Tch
Account closed

Registered: Sep 2004
Posts: 512
Don´t know what all this sprite-crunching is about. (shamed)
But why is it that UFLI is the normal 200 lines then?

If there will be an earlier UFLI-MAX editor,but with lesser lines,I´ll probably wait for the one NoiseEHC is working on. ;)

The screen-ratio is pretty lame as is...
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