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Forums > C64 Coding > Spritepointer to $1000 problem
2012-04-23 20:41
madman68
Account closed

Registered: Apr 2011
Posts: 20
Spritepointer to $1000 problem

Hello,

Maybe im dumb....probably but when i put my spritedata at $1000 and higher and i put my spritepointer at $07f8 on $40 (which would mean it points to 64x64 = 4096 = $1000) the data is not in the sprite??

I can not figure this out as it seems correct to me and this priciple works below $1000.

Please can anyone help me before i lose it? :)
 
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2012-04-23 21:15
madman68
Account closed

Registered: Apr 2011
Posts: 20
Ok then, thanx for the info, i did not know this.
I will use $4000 or $c000.

Thanx again!
2012-04-24 07:51
ready.

Registered: Feb 2003
Posts: 441
that's why most SIDs are at located from $1000 :)
2012-04-26 10:50
ChristopherJam

Registered: Aug 2004
Posts: 1380
Hah! I'd never realised that that was why so many SIDs were located there. Obvious in hindsight.
2012-04-27 20:07
Digger

Registered: Mar 2005
Posts: 421
There was an Action Replay cartridge trick that you could have a font located at $1000 or $9000. I think it was discovered by Morris

Something to do with AR moving stuff around to it's internal memory when you've pressed the Freezer button. Can't remember exactly how it worked though. Anyone?
2012-04-27 21:46
Fresh

Registered: Jan 2005
Posts: 101
IIRC it involves setting a bit in $DE00 (bit 0?) to put c64 in ultimax mode: this way VIC accesses only RAM (btw with all known limitation in cpu addressing range).
2012-04-28 06:45
Morris

Registered: Sep 2005
Posts: 2
The trick Digger mentioned was used in a hidden part of one of Agony demos. Can't remember which one it was, though. Gotta do some diggin' ;)
2012-04-28 13:41
chatGPZ

Registered: Dec 2001
Posts: 11135
Pain

10 points for whoever explains how exactly the triggering of the hidden part works - we are still wondering =)
2012-04-29 10:46
Digger

Registered: Mar 2005
Posts: 421
Ah, that awesome Skyle hires picture + logo – these were the days :)
2012-04-29 17:27
algorithm

Registered: May 2002
Posts: 702
Ah temporal dither with alternating pixels to minimise the flicker. Hires bitmap mode with same ink paper cols each frame. Could have been done without having to use two screens flicking by utilizing sprite underway or overlays etc
2012-04-29 17:32
algorithm

Registered: May 2002
Posts: 702
Quote: Is there no way to use this area for sprite data then?
Its so strange that this occurs, as in for example the programmers guide tells the spritepointers can be pointed to the whole 1th block....


The programmers reference guide is correct. however gfx data pointed to this areas would use the charset definitions. You can place any data there of course but gfx data would need to be transferred somewhere else to be displayable.
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