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Forums > CSDb Entries > Release id #252024 : C64ColorRamDoubleBuffer
2025-04-17 17:50
Sokrates

Registered: Jun 2014
Posts: 16
Release id #252024 : C64ColorRamDoubleBuffer

Does anyone know who had this idea first?
What was the first implementation?
Are there any demos or games out there?
I only found this one:
https://www.gamesthatwerent.com/gtw64/balls-of-the-scrolling-th..

I will add this information to the documentation then.
2025-04-17 22:27
chatGPZ

Registered: Dec 2001
Posts: 11510
Ulli used it in the credits scroller part in Coma Light 13 (iirc) after we discussed it... here i think. The idea must be older though.
2025-04-17 23:18
Krill

Registered: Apr 2002
Posts: 3083
Quoting chatGPZ
Ulli used it in the credits scroller part in Coma Light 13 (iirc) after we discussed it... here i think. The idea must be older though.
Pretty sure he also used it in a game of his or two, at least i remember him talking about it... long before corona. =)
2025-04-17 23:24
chatGPZ

Registered: Dec 2001
Posts: 11510
Mmmh wasnt CL13 apparently? Also skipped through comaland, not in that one either. It was a rather simple (but colorful screen), with the entire screen filled with 2 chars high scrollers. Released at X, that much i remember :)

Edit: Incoherent Nightmare around 9:20 is the part i meant - i remember Ulli kept teasing me that he stole "my" idea at that X :)
2025-04-17 23:29
Sokrates

Registered: Jun 2014
Posts: 16
v3to mentioned:
Peiselulli and THCM
C=Bit 18 Logo-Scroller at about 3 minutes:
C=Bit 18

Next Level Greetings-Part at 2:46
Next Level
2025-04-17 23:40
chatGPZ

Registered: Dec 2001
Posts: 11510
BTW if that matters anything, the part i linked was Ullis first implementation. That Doynax game was the (much earlier) implementation, that spawned a discussion about the technique here.
2025-04-17 23:50
Mr SQL

Registered: Feb 2023
Posts: 158
Very nice color RAM double buffering demo.

I used color RAM double buffering in Ring Raiders More Rings

Makes it very easy to revise the color RAM.

I used 16 pixel tiles like Johan was working on for similar reason to reduce the amount of screen to update scrolling. And double buffering on the tile pixels and sprites.

This offers a lot of flexibility. Updates to the graphics can be wiped off like a sheet of glass using just one of the buffers. I developed this in 2012 on the Atari 2600 but it uses the same architecture:

https://forums.atariage.com/topic/200972-tile-based-scrolling-a..
2025-04-18 00:00
chatGPZ

Registered: Dec 2001
Posts: 11510
No, your demo/game/whateverthismessis doesn't use the technique we are talking about. Its a bog standard text screen and the color ram is fixed. no double buffering. at all. >_<
2025-04-18 00:43
Mr SQL

Registered: Feb 2023
Posts: 158
Quoting chatGPZ
No, your demo/game/whateverthismessis doesn't use the technique we are talking about. Its a bog standard text screen and the color ram is fixed >_<


The color RAM is double buffered per the palette switching effects.

It abstracts the color RAM to 10 bytes so you may not realize there is double buffering going on. Each byte corresponds to one 16x16 tile pixel row for 10 rows. The buffer is much larger for the row at 80 bytes of color RAM.

The double buffered graphics also use an expanding buffer see the description in the link.
2025-04-18 00:53
chatGPZ

Registered: Dec 2001
Posts: 11510
This isn't what this thread is about. At all. (I have to correct myself: its not fixed - it changes every now and then. It's still not double buffering though)
2025-04-18 02:33
Mr SQL

Registered: Feb 2023
Posts: 158
Quoting chatGPZ
This isn't what this thread is about. At all. (I have to correct myself: its not fixed - it changes every now and then. It's still not double buffering though)

Very cool I'm glad you understand.
Who says a buffer can't be compressed?
It's still double buffering if changes to the compressed buffer are mirrored uncompressed.
 
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