Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user eightbitswide ! (Registered 2024-12-24) You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > How to disable default charsets in bank 0 and 2
2006-01-07 13:18
MRT
Account closed

Registered: Sep 2005
Posts: 149
How to disable default charsets in bank 0 and 2

Is there any way to disable the default charsets in video bank 0 and 2?

A similar question would be... Are al interlaced fli images put in bank 1 and 3?

I mean... for a normal fullscreen fli image you allready need $2000 for the bitmap data and $400 * 8 = $2000 for all the fli color data. Totals $4000, which is exactly the size of one video bank.

So, if you would do this interlaced then you would need two of these video banks, because you have to switch banks every rasterline and flip banks every frame.

So, two complete video banks are needed... Isn't it possible to use... say, bank 1 and 2 ($4000-$7fff and $8000-$bfff)?

Or are all interlaced fli images put at $4000-$7fff and $c000-$ffff???
And if so... Can you still use the last two bytes (sprite pointer registers OR bitmapdata in case of fli) as IRQ vectors??

Questions, questions... so many questions, so few answers... ;-)
 
... 20 posts hidden. Click here to view all posts....
 
2006-01-08 07:56
Oswald

Registered: Apr 2002
Posts: 5094
project one can handle such a pic, but I was too lazy to release that version so far.
2006-01-10 12:24
soci

Registered: Sep 2003
Posts: 480
It's possible to disable the character ROM mirrors in hardware as far as I remember I've done it once for fun ;) I think you have to connect GAME and AEC signals together, so when the vic does memory access, it will turn on the ultimax mode as mentioned earlier.
2006-01-10 12:39
Copyfault

Registered: Dec 2001
Posts: 478
Just yesterday I made some fast hack with a RR-using the $DE00-reg one can switch to Ultimax on demand ;) To see if the VIC gets its data from RAM I pointed $D018 to $1000, so I could see the CHAR_ROM_mirror on the screen. Turning on Ultimax makes it disappear and shows the RAMcontents instead ;P

Hope I find some time today to do some quick'n'dirty FLI-routine with Ultimax switched on! If this works (it should!) we could do some quatrolace-FLI-Pics (and let our eyes bleed, yeah).

CF
2006-01-10 12:45
MRT
Account closed

Registered: Sep 2005
Posts: 149
So you did this with a software hack or a hardware hack?

And if it's a software hack...
how did you do it?

and what is "RR"??? (RetroReplay???)
2006-01-10 12:48
MRT
Account closed

Registered: Sep 2005
Posts: 149
"If this works (it should!) we could do some quatrolace-FLI-Pics (and let our eyes bleed, yeah)."

Fullscreen??? And where would you put your code then??? ;-)
2006-01-10 13:15
Ninja

Registered: Jan 2002
Posts: 411
Morris/Agony told me about this not visible charset in Ultimax-mode some years ago. Dunno if he really used it, but as he made a bunch of interesting AR-utilities nevertheless, it might be already somewhere out there...
2006-01-10 14:32
Cruzer

Registered: Dec 2001
Posts: 1048
This reminds me of the old discussion about IUFLI-max (or whatever it was called) ... Anyone knows how that's going?
2006-01-11 13:57
WVL

Registered: Mar 2002
Posts: 902
Quote: Is there any way to disable the default charsets in video bank 0 and 2?

A similar question would be... Are al interlaced fli images put in bank 1 and 3?

I mean... for a normal fullscreen fli image you allready need $2000 for the bitmap data and $400 * 8 = $2000 for all the fli color data. Totals $4000, which is exactly the size of one video bank.

So, if you would do this interlaced then you would need two of these video banks, because you have to switch banks every rasterline and flip banks every frame.

So, two complete video banks are needed... Isn't it possible to use... say, bank 1 and 2 ($4000-$7fff and $8000-$bfff)?

Or are all interlaced fli images put at $4000-$7fff and $c000-$ffff???
And if so... Can you still use the last two bytes (sprite pointer registers OR bitmapdata in case of fli) as IRQ vectors??

Questions, questions... so many questions, so few answers... ;-)


$fffe/$ffff is never displayed :)

bitmaps are only $1f40 bytes, and a colorscreen is $3e8 bytes..
2006-01-11 14:46
MRT
Account closed

Registered: Sep 2005
Posts: 149
:-)

Yeah I know... :-)
I was kinda hoping nobody would see it in the post as I was too late to edit the post after it occured to me.

But hey, thanx... :)
2006-01-11 15:25
Graham
Account closed

Registered: Dec 2002
Posts: 990
@WVL: $FFFE/$FFFF is displayed if you do VSP/AGSP stuff :)
Previous - 1 | 2 | 3 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
kbs/Pht/Lxt
cobbpg
wacek/arise
The Syndrom/TIA/Pret..
Slaxx/Q/HF/MYD!
Mojzesh/TGR🇬🇧
ΛΛdZ
Mythus/Delysid
leonofsgr/Singular C..
B.A./QUANTUM
Slajerek/Samar
taper/ΤRIΛD
Guests online: 112
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 The Demo Coder  (9.6)
6 Edge of Disgrace  (9.6)
7 What Is The Matrix 2  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 Cubic Dream  (9.6)
3 Party Elk 2  (9.6)
4 Copper Booze  (9.6)
5 X-Mas Demo 2024  (9.5)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Censor Design  (9.3)
5 Triad  (9.3)
Top Original Suppliers
1 Derbyshire Ram  (9.7)
2 Fungus  (9.3)
3 Black Beard  (9.2)
4 Baracuda  (9.2)
5 hedning  (9.1)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.041 sec.