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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.
 
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2025-04-18 17:40
Sokrates

Registered: Jun 2014
Posts: 16
@Mr SQL:
* if you want to understand how this double buffer works read the detailed description here:
https://github.com/FPT-Sokrates/C64ColorRamDoubleBuffer
* if you want to discuss other techniques: please start you own discussion at some other place.

Back to topic: Current status of investigation: the oldest implementation so far was done by Doynax (balls of the scrolling thunder).

Hopefully there will be more information...
2025-04-18 17:47
Mr SQL

Registered: Feb 2023
Posts: 159
Quoting Krill
It's certainly not double buffering if it goes to the same flat contiguous hardware buffer in the end.

ChatGPT has this generally accepted definition:
Double buffering is a technique used in computer graphics and other applications to prevent flickering or tearing by using two buffers to render and display images or data. One buffer is actively displayed while the other is being updated, and then the buffers are swapped. This allows for smoother visual transitions and prevents the user from seeing the image being drawn in progress.

This is what is happening. The only difference is the playfield bitmap is expanded 256:1 into 256-bit tile pixels (2:1 on the Atari) and 80:1 (1:1 on the Atari) for colour RAM.

Here is an illustration of the architecture:
https://relationalframework.com/fig3_virtualworld.JPG

The "camera" buffer (screen RAM on the C64) is loaded from the panoramic bitmap buffer before the screen is rendered.

Edit: Sokrates just saw the link description and will take a look.
2025-04-18 18:00
chatGPZ

Registered: Dec 2001
Posts: 11523
Quote: It's certainly not double buffering if it goes to the same flat contiguous hardware buffer in the end.

There's no politically correct term for 'fucking idiot'.
2025-04-18 18:07
chatGPZ

Registered: Dec 2001
Posts: 11523
Quote:
Back to topic: Current status of investigation: the oldest implementation so far was done by Doynax (balls of the scrolling thunder).

Hopefully there will be more information...

We'll probably have to look at (much) earlier demos... one thing that many ppl used could be seen as a precursor of the technique described in the OP: Repeating the first character line again and again (25 times), and switch charset for each - which allows to scroll the entire screen with minimum effort (as in cpu time). If you add just one line "crunch" to this at the top, you also get double buffering. Surely someone did this? :)
2025-04-18 18:41
Jetboy

Registered: Jul 2006
Posts: 363
Quoting Mr SQL

ChatGPT has this generally accepted definition:

Now that's THE Authority, ROTFL
2025-04-18 20:02
Burglar

Registered: Dec 2004
Posts: 1137
its a bit sad this thread got hijacked with offtopic discussions.

so lets bring it back :)

I think the original idea to achieve double buffering this way is quite useful. basically its just badline skip + linecrunch. and the trade off for 8x16 isnt too bad either
2025-04-18 20:59
Peiselulli

Registered: Oct 2006
Posts: 84
> 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 :)

That was the first time I have done it. But I think there was a demo for a shooter that used it before, but I don't remember the name.
2025-04-18 21:02
chatGPZ

Registered: Dec 2001
Posts: 11523
The one by doynax, it is linked in the first post :o)
2025-04-19 00:00
Sokrates

Registered: Jun 2014
Posts: 16
Can someone contact and ask Doynax plz? I don't know how to contact him...
2025-04-19 03:02
Skate

Registered: Jul 2003
Posts: 507
deja-vu :)

Double buffering color ram in half of the screen?
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