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Forums > C64 Coding > Holy Grails
2018-03-18 10:10
Krill

Registered: Apr 2002
Posts: 2982
Holy Grails

I've been wondering about them, with some having been finally discovered, others not yet, and some probably going to remain in the realm of the impossible forever.

I'm speaking of things like:
- 320x200x16 graphics without restrictions
- Crash-free all-direction hardware scrolling
- Digi replay of 8-bit samples at one register write per sample and without requiring cycle accuracy

on standard vanilla hardware, of course.

Some examples of discovered grails are:
- Cube rotating at 50 fps about 3 axes
- The 9th sprite (with some restrictions)
- On-the-fly standard GCR block read+decode+checksumming

As for definition, they all satisfy some measure of being perfect or optimal or being possible after all, with no further improvements required, possible or necessary. But i'm not so sure if that definition holds water with regard to some of the examples i listed. :D

The question is, what other Holy Grails are there, already discovered or still elusive?
What are your pet grails you've been chasing after for decades or have found eventually? :)
 
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2018-03-21 10:17
enthusi

Registered: May 2004
Posts: 677
A 320x200 x 5 (colors) would be sweet already.
Or even 4 colors.
2018-03-21 10:37
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quote: A 320x200 x 5 (colors) would be sweet already.
Or even 4 colors.


Well, Hi5 gives you 96x200x5 colours..

(almost - you have to choose a pair from the 5 that never share a 2x1 cell)
2018-03-21 10:59
ptoing

Registered: Sep 2005
Posts: 271
Well, with screen covering x-expanded hires sprites you can have MCOL + 1 extra colour (or more if you want different sprite colours in different 48 pixel wide columns or something), so that is 160x200. Might be widepixels, but still higher res than 96x200.
2018-03-21 11:28
Conjuror

Registered: Aug 2004
Posts: 168
My personal holy grails were to create both the cylinder scrollers from the Amiga North Star Mega Demo II and the Amiga game Sword of Sodan intro's full screen width and height multi colour bitmap tech-tech. Can I just say Achievement unlocked!
2018-03-21 12:06
Oswald

Registered: Apr 2002
Posts: 5095
Quote: Well, with screen covering x-expanded hires sprites you can have MCOL + 1 extra colour (or more if you want different sprite colours in different 48 pixel wide columns or something), so that is 160x200. Might be widepixels, but still higher res than 96x200.

used in desert dream before the rotzoom picture :)
2018-03-21 22:45
Stone

Registered: Oct 2006
Posts: 172
For me what always seemed like an impossible dream was to have a perspective correct Star Wars scroller running at 50 fps, but once I figured out a way to do it, it didn't seem such a big deal after all.
2018-03-22 19:52
Copyfault

Registered: Dec 2001
Posts: 478
Quoting Oswald
used in desert dream before the rotzoom picture :)
Checked this out lately after reading your post! Seems the mode you're using in this pic handles a mixture of Hires- and MC-Sprites, some x-expanded, some not.

This explains why this picture looked so great in the demo!
2018-03-22 19:58
Copyfault

Registered: Dec 2001
Posts: 478
Quoting Trash
Quoting Krill
Where was that? I seem to have missed this demo

Rocketry
Thanks for pointing. Wanted to give the link in this very moment but - voila, it's already there.

That's the C64-scene :)
2018-03-22 20:33
Oswald

Registered: Apr 2002
Posts: 5095
Quote: Quoting Oswald
used in desert dream before the rotzoom picture :)
Checked this out lately after reading your post! Seems the mode you're using in this pic handles a mixture of Hires- and MC-Sprites, some x-expanded, some not.

This explains why this picture looked so great in the demo!


ah, I was not directly involved with this part, all I remembered is the idea to cover it with x-expanded hires sprites. the goal was to make it look better, but memory efficiently (no fli). then the guys took this even further (clarence+leon)
2018-03-24 08:53
Peiselulli

Registered: Oct 2006
Posts: 81
Double buffered color ram was something I missed back in the days I was programming games. But already solved : Double buffering color ram in half of the screen?
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