So we get a half badline.
I understood I must trigger a badline at RC=7. Using screen position = %011, RC=7 at raster $37, $3F, $47,...
he can have a bad line from some other bank buffered by the VIC forever.
Indeed, if you constantly avoid the bad line condition the char pointers are the same forever.
so no way to have *any* kind of gfx for a bigger area (stretched or not whatever) and open sideborder and 8 sprites ?
According to http://unusedino.de/ec64/technical/aay/c64/victnl.htm both extra cycles are just before the sprit 0 fetch.
{ Phi1(10), 0x1dc, None, SprDma1(7), BaSpr1(7), None }, { Phi2(10), 0x1e0, None, SprDma2(7), BaSpr1(7), None }, { Phi1(11), 0x1e4, None, Refresh, None, None }, { Phi2(11), 0x1e8, None, None, None, None }, { Phi1(12), 0x1ec, None, Refresh, BaFetch, None }, { Phi2(12), 0x1f0, None, None, BaFetch, None }, { Phi1(13), 0x1f4, None, Refresh, BaFetch, None }, { Phi2(13), 0x000, None, None, BaFetch, None }, { Phi1(14), 0x004, None, Refresh, BaFetch, None }, { Phi2(14), 0x008, None, None, BaFetch, UpdateVc },
{ Phi1(9), 0x1dc, None, SprDma1(7), BaSpr1(7), None }, { Phi2(9), 0x1e0, None, SprDma2(7), BaSpr1(7), None }, { Phi1(10), 0x1e4, None, Idle, None, None }, { Phi2(10), 0x1e8, None, None, None, None }, { Phi1(11), 0x1ec, None, Refresh, None, None }, { Phi2(11), 0x1f0, None, None, None, None }, { Phi1(12), 0x1f4, None, Refresh, BaFetch, None }, { Phi2(12), 0x1f8, None, None, BaFetch, None }, { Phi1(13), 0x1fc, None, Refresh, BaFetch, None }, { Phi2(13), 0x000, None, None, BaFetch, None }, { Phi1(14), 0x004, None, Refresh, BaFetch, None }, { Phi2(14), 0x008, None, None, BaFetch, UpdateVc },
{ Phi1(54), 0x144, Vis(37), FetchG, BaFetch, None }, { Phi2(54), 0x148, Vis(38), FetchC, BaFetch, None }, { Phi1(55), 0x14c, Vis(38), FetchG, BaSpr1(0), ChkSprDma }, { Phi2(55), 0x150, Vis(39), None, BaSpr1(0), None }, { Phi1(56), 0x154, Vis(39), Idle, BaSpr1(0), ChkSprDma }, { Phi2(56), 0x158, None, None, BaSpr1(0), ChkBrdR0 | ChkSprExp },
{ Phi1(54), 0x144, Vis(37), FetchG, BaFetch, None }, { Phi2(54), 0x148, Vis(38), FetchC, BaFetch, None }, { Phi1(55), 0x14c, Vis(38), FetchG, None, None }, { Phi2(55), 0x150, Vis(39), None, None, None }, { Phi1(56), 0x154, Vis(39), Idle, BaSpr1(0), ChkSprDma }, { Phi2(56), 0x158, None, None, BaSpr1(0), ChkBrdR0 | ChkSprExp }, { Phi1(57), 0x15c, None, Idle, BaSpr1(0), ChkSprDma }, { Phi2(57), 0x160, None, None, BaSpr1(0), ChkBrdR1 },
Interesting. Does this mean that 7 sprites over FLI is not possible on NTSC?
We are in C64-world, so using the phrase "impossible" is dangerous