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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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2005-10-11 09:05
Ninja

Registered: Jan 2002
Posts: 407
@cruzer: Sounds a bit like this ILM-grafix-mode by The Obsessed Maniacs. The appropriate pixel-plot-routine is keeping Copyfault busy for years now ;)
2005-10-11 09:39
Cruzer

Registered: Dec 2001
Posts: 1048
Don't think it would be that hard to do, but I also have a list of about 200 ideas for effects I wanna implement first. :)
2005-10-11 10:02
iopop

Registered: Dec 2001
Posts: 317
well, the source for Gimp is free. So, given your specs its just a matter of setting a c64 palette and make some kind limited layer functionallity for the FLI and sprites.

..then if its possible to implement on the c64 is someone else's problem.
2005-10-11 11:46
algorithm

Registered: May 2002
Posts: 702
I know there are a lot of people who prefer pixeling on a real c64, but the convenience of a PC based editor (maybe implement the PAL emulation) would be more of a better option. as well as offering additional features such as importing, converting images to various formats and modifying them etc.

The Photoshop/Gimp idea would not work properly due to attribute limitations (unless the colors are manually counted per attribute area)
2005-10-11 12:52
JackAsser

Registered: Jun 2002
Posts: 1993
nähä! =D
2005-10-11 13:21
Oswald

Registered: Apr 2002
Posts: 5028
"offering additional features such as importing, converting images to various formats and modifying them etc."

Are you talking about my editor, P1 ? :) New version is on the way... ;)
2005-10-11 16:14
Copyfault

Registered: Dec 2001
Posts: 467
@Cruzer: As Ninja said, I have been working for a while on such an editor... hmm, if you take away the Sprites!!! 208 Rasterlines, every Line has its own $d016/$d021-values, every line is FLI (except for the last eight, that is;)), and the whole f*ck is interlaced with an additional y-offset. This way you can aviod *far* more colorclashes compared to the "usual FLI", but in order to have an easy-to-use-Editor there should be some intelligence which decides how to put a certain colorpixel. If you consider all settings ($d016-scroll, y-offset, Hires/Multicolor-Interlace), I think its not such an easy task...

Over 10 years ago we put out some kind of "beta" Version of this "ILM" - it's to be found on the wellknown FTPs if you really want to take a look ;) If I could only find more time and activity to finish the user-friendly version... or should I rather kick my own butt and code a PC_Editor???

Copyfault
2005-10-12 15:36
Cruzer

Registered: Dec 2001
Posts: 1048
@copyfault: I could imagine it would be kinda hard to code a pixel plotter like that on the c64. It could easily become a bug hell. In C++ or Java it would be a lot easier I think, but I haven't got any intentions of trying though.

Btw, I just had a closer look at the famous 6 sprites FLI routine by Ninja, and to my surprise it looks like it's using more than 8 cycles per line on most of the lines, e.g.

SRE $d018
STA $d011

Which adds up to 10 cycles, according to Graham's opcode list: http://www.oxyron.de/html/opcodes02.html

Guess there is something I don't know here... Jackasser also talks about that "6 sprites take minimum 1+6*2=13 cycles (if you use RMW-instructions)" - I always though the formula would look like "3+6*2=15". And I don't even know what RMW-indstructions is...

Could someone please help me feel a bit less lame?
2005-10-12 15:53
NoiseEHC

Registered: Feb 2005
Posts: 51
Cruzer, read this (little tables at the half of the page):
http://unusedino.de/ec64/technical/misc/c64/64doc.html

If an opcode does a write cicle or two (RWW) it can steal 1-2 cycles from the 3 cycles long period which happens before every VIC DMA (sprite read or bad line).

Sprites take 3 priordmaperiod + 2*spritecount.
Bad line takes 3 priordmaperiod + 40.
FLI takes 40 (no 3 priordmaperiod).

HTH

Ninja: your routine is soo braindamagingly cool... :)
2005-10-13 11:11
Cruzer

Registered: Dec 2001
Posts: 1048
Interesting... So the VIC actually steals 3 cycles even though it only needs 1. But at least nice that you can steal 2 of them back.

Yep, Ninja's routine for sure is one of the kewlest pieces of coderpr0n ever.
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