Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user Harvey ! (Registered 2024-11-25) You are not logged in - nap
CSDb User Forums


Forums > C64 Productions > Limitations - Sprites in the Borders
2006-08-26 19:38
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
Limitations - Sprites in the Borders

hello,

I was thinking, has anyone drawn up a doc with (pictures :)explaining *all known* possibilities with placing sprites into the border areas of the screen.

I know:
8 sprites can be placed in the upper and lower borders.
7 sprites can be placed in the side borders.

I was thinking, what about the corner borders,is that classed as a sideborder or a top or bottom border (8 sprites).

Another question :) when 7 sprites are placed into the sideborders can the 8th free sprite be placed into the main (center) screen areas or by opening up the side borders, is the option for an 8th sprite not available.

I am asking these questions as i am thinking about designs that use the border areas :)

thanks
/wec
 
... 35 posts hidden. Click here to view all posts....
 
2006-08-27 15:30
Oswald

Registered: Apr 2002
Posts: 5086
in the dont meet crest note there are simply NO badlines :D I may be wrong here, but AFAIK it uses linecrunch, which is normally used to scroll the screen upwards, but you can also display with it about 56 different gfx lines (switching amongst csets and banks). well someone else will explain it more deeply :)
2006-08-27 15:35
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: The height thing, i thought the benefit could be from the added color made available :)

So how do you explain the note to *Don't Meet Crest*
There appears to be a character logo, rasterbars and 7 sprites. The sprites bunch up and appear to overlap each other and enter into the side borders. Mind you it could be an illusion, as while the 7 sprites appear to be on the same horizontal line, the sprites bunch up as they enter the side border, so maybe only 4 sprites are in the one location.



Havn't checked the code, but I say this is a classic example of avoiding badline. If I would have done it I would have chosen ECM mode. And at every 7th line repeat the char row to avoid bad lines, switch $dd00 and $d018 to select graphics. To get the borders brown I would have used a character with the third BG-color in ECM mode and let it be brown, at char column 39. Remeber the bgcolor of the char in column 39 defines the color of the border "under" the normal border, both in bitmap and in ECM mode. (bg color of a char in normal char mode is always $d021, but can vary in bitmap and in ECM mode).

But then again, I'm perhaps completly off here, it is still Crossbow code... :D

edit: forget about bitmap and ECM.... that's in single color only... :D someone else crack this...
2006-08-27 16:00
Oswald

Registered: Apr 2002
Posts: 5086
Jack, it can be multicolor chars / bitmap easily...
2006-08-27 16:19
JackAsser

Registered: Jun 2002
Posts: 2014
@oswald: indeed, just not switch gfx every line, but every 7th line. But how do you get the borders brown (and open) without using ECM or hires bitmap? Does he really put a $d021 split there?
2006-08-27 16:29
tlr

Registered: Sep 2003
Posts: 1787
Quote: @oswald: indeed, just not switch gfx every line, but every 7th line. But how do you get the borders brown (and open) without using ECM or hires bitmap? Does he really put a $d021 split there?


Yes, split...
x=$0b
sta $d016,x

:)
2006-08-27 16:31
JackAsser

Registered: Jun 2002
Posts: 2014
Ahh! Removing border AND setting single colour at the same time! Splendid! =D
2006-08-27 16:33
tlr

Registered: Sep 2003
Posts: 1787
Quote: Ahh! Removing border AND setting single colour at the same time! Splendid! =D

Actually I'm not so sure that X is $0b anymore. I kind of misread it. I'll look some more. ($1200)

EDIT: Actually it looks like it is a Multicolor bitmap with two $d021 split points.
What are the criteria for the color below the border in this case?
Is it the last one present before the border, or something else?
2006-08-27 16:49
JackAsser

Registered: Jun 2002
Posts: 2014
@tlr: uhm, still havn't checked the code but if you, when opening the borders also disabled multicolor, then the border color will be fetched from the bg-nybble of the screen data. Then when you changed d016 again u simply at the same time switch back multicolor mode. Hence you open the border AND change bg-color of the border at the same time. I.e. no $d021 involved at all.
2006-08-27 16:55
tlr

Registered: Sep 2003
Posts: 1787
He loads $d016 with $1f.
Border open is inc $d016, and then later $1f => sta $d016,x.
This does what you say, but $20 is defined as the reset bit in my books (which seems to do nothing in VICE).
Is this safe on all revisions of the VIC-II?
2006-08-27 17:24
Oswald

Registered: Apr 2002
Posts: 5086
I have never ever heard of a reset bit in d016 :)
Previous - 1 | 2 | 3 | 4 | 5 - 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
WVL/Xenon
Nordischsound/Hokuto..
Alakran_64
Sh0ckTr00per/Hokuto ..
TFWP
REBEL 1/HF
Guests online: 117
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Coma Light 13  (9.7)
4 The Demo Coder  (9.6)
5 Edge of Disgrace  (9.6)
6 Mojo  (9.6)
7 What Is The Matrix 2  (9.6)
8 Uncensored  (9.6)
9 Wonderland XIV  (9.6)
10 Comaland 100%  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 Party Elk 2  (9.6)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.6)
5 Libertongo  (9.5)
6 Rainbow Connection  (9.5)
7 Onscreen 5k  (9.5)
8 Morph  (9.5)
9 Dawnfall V1.1  (9.5)
10 It's More Fun to Com..  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Nostalgia  (9.3)
5 Triad  (9.2)
Top Fullscreen Graphicians
1 Joe  (9.7)
2 Veto  (9.6)
3 Facet  (9.6)
4 The Sarge  (9.6)
5 Carrion  (9.5)

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