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Forums > C64 Coding > anti badline trick
2007-07-22 17:56
Testa
Account closed

Registered: Oct 2004
Posts: 197
anti badline trick

hello, i did the anti badline trick to have open sideborders, grafix and 7 sprites and it works just nice..
simply increment $d011 to avoid badlines witch also repeats or streching charline 7..

my question is. is it posible to do the same trick but instead of streching charline 7, streching charline 6

is it posible anyway to repeat the 6 or 5 or 4 charline?

thanks a lot for reading this topic




 
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2007-07-23 07:22
JackAsser

Registered: Jun 2002
Posts: 1990
Quote: ok I realized what's mcd's goal is.

mcd, use sprite fpp, that will give you 256 different any place any times gfx lines. and you can make it even more than 256...


@mcd: If you only want to stretch gfx-lines then when using sprite FPP you'll have much much more than "just" 256 different lines... F.e. you may switch $d018 and $dd00 there as well, also you could choose not to $d017-stretch at a particular line to get the next gfx-line in the sprite data.

A VIC-bank have 256 sprites, that's 32*8 sprites. Each sprite have 21-unique lines => 32*21=672 gfx-lines per VIC-bank. Also switching VIC-bank gives you 672*4 gfx-lines minus various ROM,ZP,stack,screen and code locations ofcourse.

Still only 24 chars wide ofcourse... ;D

/JackAsser
2007-07-23 11:21
Cruzer

Registered: Dec 2001
Posts: 1048
Just got an idea to a new trick because of this thread - thank you all! :)
2007-07-23 11:25
HCL

Registered: Feb 2003
Posts: 717
@JA: I thought we were talking FPP? You can not just chose any of the 21 lines of a sprite!! FPP means you should be able to use any line of gfx on any y-position on the screen.
2007-07-23 11:48
JackAsser

Registered: Jun 2002
Posts: 1990
Quote: @JA: I thought we were talking FPP? You can not just chose any of the 21 lines of a sprite!! FPP means you should be able to use any line of gfx on any y-position on the screen.

@HCL: You guys were talking about FPP, mcd asked for stretching... ;D
2007-07-23 17:06
HCL

Registered: Feb 2003
Posts: 717
@JackAsser: ..and besides, you said you're not going to BFP this weekend. What a big looser you are!! Trying to make it up by slobbing around on CSDb!! ;).
2007-07-23 18:45
Puterman
Account closed

Registered: Jan 2002
Posts: 188
Not going to Backslash? Not going to BFP? JackAsser, nu är det kört.
2007-07-23 19:02
JackAsser

Registered: Jun 2002
Posts: 1990
You fucking cunts! I quit the scene now... LAMERS!
2007-07-24 06:24
HCL

Registered: Feb 2003
Posts: 717
Oh no!! Everyone, help!! We gotta make him come back somehow!! HEELLP!! And you're perfectly right about the FPP btw <:).
2007-07-24 10:08
Mace

Registered: May 2002
Posts: 1799
What if we just ALL quit the the scene and create a scene of people who quit the scene?
But I digress...

What does FPP mean?
Ah... found it: Flexiple Pixel Position.
Hmm... this is really a name we could have a lengthy discussion about.

But it's definately something I have to look into, because it's one of those 'common' effects I never made myself.
2007-07-24 12:27
Testa
Account closed

Registered: Oct 2004
Posts: 197
waauw thanks for all those answers, ideas, and other brainbubbles... the problem is when you use the anti badlinetrick and stretch charline 7 vic-2 reads only the last byte of a char.. this means that after reading and displaying 40 chars (from left to right) (only one line each) the next grafix line will be #320 bytes forward..

example: char 1 grafix line 1 at $2007
char 2 grafix line 1 at $200f

char 1 grafix line 2 at $2147
char 2 grafix line 2 at $214f

and so on and on and on..

this takes a lot of memory so iam looking for a way to use the free bytes of all those charsets in diffirent videobanks. mabye somebody can give a good example of fpp used in a demo...

greetings mcd

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