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Forums > CSDb Entries > Release id #112767 : Starfield
2012-11-14 15:08
Mixer

Registered: Apr 2008
Posts: 427
Release id #112767 : Starfield

I have a question for vic specialists:

A similar raster routine is used in the starball and starfield effects I just posted.

Between the cycle 56 and 17 on the next line the routine opens borders and changes the sprite x position and sprite data pointer, the rest of the cycles of each line are used for reading tables opening up/low borders and sprite y position changes when needed.

There is a little bug at the right of center, where sometimes sprite disappears on the line, however it is ok the next line, at some lines and some times they do not disappear at all.

The motion and pointer data is correct. I believe it has something to do with the sprite fetching mechanism. I dont think it is a d010 bug either, if it was it would flash the sprite on the left border. The effect uses sprite number 8 (d00e/d00f). The same with the starball routine, which is almost the same.

I spent quality time with the vic article to try to figure that out, but never did. Any ideas? With that information the raster routine could be perfected or stated that it is as good as I can make it.
 
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2012-11-14 21:23
iAN CooG

Registered: May 2002
Posts: 3142
if it works in x64sc and doesn't in x64, don't expect viceteam to fix it soon, x64 is going to be put aside in next versions of vice, sooner or later x64sc will become the default.
ps: vice 2.4 is going to be released this weekend, be prepared =)
2012-11-14 21:28
Mixer

Registered: Apr 2008
Posts: 427
Great :)

Here is the errata routine:

http://www.sid.fi/~mixer/sounds/startest2.prg

There is new - stripe pattern with 1 pixel x difference each other line. Scroll that on top of the hi bit d010 change and magic.

If it is fixed elsewhere, then I'm happy.
2012-11-14 21:30
Mace

Registered: May 2002
Posts: 1799
Hoxs64 v1.0.7.4 runs your routine just fine, without the missing line.
2012-11-14 22:30
Digger

Registered: Mar 2005
Posts: 422
On my x64 (Vice 2.3) I can see $3fff is also offset by 1 pixel in some lines. Weird.

@iAN CooG: do you know if there's any chance for the 256x256px 8bit grayscale live memory map monitor? :)
2012-11-14 22:44
iAN CooG

Registered: May 2002
Posts: 3142
mixer: seems correct in x64 and x64sc (2.4)
dggr: I don't know
2012-11-14 22:55
Mixer

Registered: Apr 2008
Posts: 427
1 pixel 3fff offset is likely to be a d016 result. Optimized raster routine uses partly same data for spritepointers and d016 for border opening/closing.

It seems all this has been due to older x64:s used for running the demo.
2012-11-15 08:01
Clarence

Registered: Mar 2004
Posts: 119
Mixer, for such routines use real hw to test, and ignore emulator behaviour. It took me some effort too to figure
out a similar timing (flawless on real hw):

Unicorn, the Collectors Edition
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