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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Release id #72550 : Edge of Disgrace
So looking at the .d64 sizes it looks like they are normal 35-track disks, so the rumors of 40-tracks were unfounded? |
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... 16 posts hidden. Click here to view all posts.... |
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HCL
Registered: Feb 2003 Posts: 727 |
? I never saw the "grey dot bug" fading away, it shows all the time at my place :).
I don't think there is any such stuff in Tsunami, but possibly in Cycle..
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Ninja
Registered: Jan 2002 Posts: 411 |
I once used a C128 where the grey dot was "fading away". I had the impression it had to do with the temperature, not sure though. The C64 I am using at the moment displays it all the time. |
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assiduous Account closed
Registered: Jun 2007 Posts: 343 |
a gray (sub)pixel exposed at the same position for a longer period of time may flicker,sometimes disappears completely. this behaviour varies between all the c64c`s i have. its possible that temperature has an influence,one of my machines occasionally shows solid pixels but they start to flash after an hour or so |
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Devia
Registered: Oct 2004 Posts: 401 |
Interresting.. with the fading stuff...
I have a few where the bug is either present or not, between each power cycle and some where it is always present. Reset has no effect, but a power cycle will either enable or disable the bug.
Can't remember if I ever figured out if that particular behaviour was VIC or board related, though.
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algorithm
Registered: May 2002 Posts: 705 |
Quote: Interresting.. with the fading stuff...
I have a few where the bug is either present or not, between each power cycle and some where it is always present. Reset has no effect, but a power cycle will either enable or disable the bug.
Can't remember if I ever figured out if that particular behaviour was VIC or board related, though.
Was exactly the same for the c64c that I had. VSP would also crash the c64 mainly but after a few power cycles, it would be alright |
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jailbird
Registered: Dec 2001 Posts: 1578 |
Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D |
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daison
Registered: May 2005 Posts: 90 |
Quote: Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D
pure blasphemy! |
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Burglar
Registered: Dec 2004 Posts: 1089 |
Quote: Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D
must say, thats pretty funny ;P |
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der_ton
Registered: Apr 2003 Posts: 11 |
Sorry for what may be a noob question, but how do you combine multispeed music with fullscreen cycle-exact effects? Doesn't the music routine have to be called several times in one frame? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Sorry for what may be a noob question, but how do you combine multispeed music with fullscreen cycle-exact effects? Doesn't the music routine have to be called several times in one frame?
Typically you buffer the sid writes then you write them to the SID-registers in a controlled manner within your timed cycle-based effects. F.e. the first half of The Wild Bunch uses a 4x-tune. The player is run four times in a row outside the effect area pushing all SID-writes to the stack. Then in the raster code they're pulled back and stored into their appropriate SID-registers. Care has to be taken so that you don't write to the SID-registers in the wrong order aswell. Hope this answers your question. |
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