Welcome to our latest new user
maak
! (Registered 2024-04-18)
You are not logged in -
nap
CSDb User Forums
Forums
>
C64 Coding
>
FPP and char-data...
2003-03-21
12:20
Testicle
Account closed
Registered: Sep 2002
Posts: 131
FPP and char-data...
well, after some years of being away from ml-coding on c64, i'm now trying to get back into my old routines.
my first questions is about an 3-color-charset-fpp-scroller. the code looks like this:
.loop lda #$12
sta $d011
lda chartab,x
sta $d018
nop
nop
inx
lda #$13
sta $d011
lda chartab,x
sta $d018
nop
nop
inx
... and so on...
ok, my problem is to figure out, in what way the charset has to be converted. i have the charset in a converted "fpp-table" from $4000 to $8000. can someone explain to me, how to convert a "normal charset" into a "fpp-table"?
i hope, you understand what i mean. ;)
2003-03-21
12:41
HCL
Registered: Feb 2003
Posts: 716
No, i understand nothing.
You have the charset converted to an "fpp-table"? from 4000-8000.. So you already have it converted, why convert it again?!?
What is an "fpp-table" anyway!?
Com'on man, relax and have a beer. It's friday! You're the testicle, rite? ;)
2003-03-21
13:27
Testicle
Account closed
Registered: Sep 2002
Posts: 131
hehe...
> So you already have it converted, why convert it again?!?
well, i don't want to convert the converted char again. it's just that i want to get back the understanding for fpp.
for example, if i have a "normal" 3-color-charset-logo and want to make a fpp-effect with this logo, i have to convert this logo into a kind of "fpp-matrix", so i can make this fpp-effect. i can't use the "normal" char-matrix, which i have for the usual logo-display on screen.
with "fpp-table" i mean the convertet charset. the data of the char, which i use for the fpp-scroller, is stored from $4000 to $8000. and by using different values in $d018, i can choose the pixel-lines from the charset i want to display and create the fpp-effects.
if there are certain "technical terms" for the things i mean, please tell me! :)
2003-03-22
15:23
MagerValp
Registered: Dec 2001
Posts: 1055
charset 0 should have only line 0 of the logo, repeated over and over. charset 1 should have line 1, and so on. So by switching charsets you choose which line to display.
2003-03-22
17:03
Testicle
Account closed
Registered: Sep 2002
Posts: 131
ah, i think i got it. that explains, why only the first byte of each "8-byte-matrix" is set and the 7 following bytes are all $00 - they are not used, because each char displays only one line.
thanks!
Refresh
Subscribe to this thread:
You need to be logged in to post in the forum.
Search the forum:
Search
All forums
C64 Coding
C64 Composing
C64 Pixeling
C64 Productions
CSDb Bug Reports
CSDb Discussions
CSDb Entries
CSDb Feedback
CSDb Info
CSDb moderators
CSDb Questions
CSDb V2 development
Messages to moderators
Requests
for
in
Writer & text
Text
Writer
All times are CET.
Search CSDb
All
Releases
Groups
Sceners
Events
BBS
SIDs
-------
Forum
Comments
Advanced
Users Online
CA$H/TRiAD
Dymo/G★P
Exile/Anubis
kbs/Pht/Lxt
iAN CooG/HVSC
goerp/F4CG
Frostbyte/Artline De..
Tchad/Jam
Guests online: 122
Top Demos
1
Next Level
(9.8)
2
Mojo
(9.7)
3
Coma Light 13
(9.7)
4
Edge of Disgrace
(9.6)
5
Comaland 100%
(9.6)
6
No Bounds
(9.6)
7
Uncensored
(9.6)
8
Wonderland XIV
(9.6)
9
The Ghost
(9.6)
10
Bromance
(9.6)
Top onefile Demos
1
It's More Fun to Com..
(9.8)
2
Party Elk 2
(9.7)
3
Cubic Dream
(9.6)
4
Copper Booze
(9.5)
5
Rainbow Connection
(9.5)
6
Wafer Demo
(9.5)
7
TRSAC, Gabber & Pebe..
(9.5)
8
Onscreen 5k
(9.5)
9
Dawnfall V1.1
(9.5)
10
Quadrants
(9.5)
Top Groups
1
Oxyron
(9.3)
2
Nostalgia
(9.3)
3
Booze Design
(9.3)
4
Censor Design
(9.3)
5
Crest
(9.3)
Top NTSC-Fixers
1
Pudwerx
(10)
2
Booze
(9.7)
3
Stormbringer
(9.7)
4
Fungus
(9.6)
5
Grim Reaper
(9.3)
Home
-
Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.029 sec.