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Forums > C64 Coding > DYPP
2017-03-29 13:36
Rudi
Account closed

Registered: May 2010
Posts: 125
DYPP

Hi,
DYPP - Different Y Pixel Position.
I don't seem to find an explanation on this effect on C64 on codebase or anywhere. Maybe its in another thread here on csdb, then please provide an link.

I know the basics of sines, ive made sinescroll on PC, but its easier there since you can look up the framebuffer directly, via sine-tables and so on.

Im wondering how this effect is easily made on C64. I believe there are more than one way, but i guess one way is slower than the other; for example moving each column-bit (inside a char) in realtime. The other way I think is having the chars animated, similar to a twister. Though, im thinking each angle is used for lookup table. I just dont seem to get it right in my mind to start coding on this effect. I've seen several early cracktros and demos that does this very fast, but haven't had the time to reverse-engineer the binaries. If you have any tips and info i'd appreciate it, or even better; write an explanation for codebase.
Thanks
 
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2020-01-21 09:20
HCL

Registered: Feb 2003
Posts: 716
I think that pretty much sums up the original question of this thread. Everyone knows how a DYPP looks, but there is in fact no straight forward way of doing it on the c64. Either you use one of the mentioned techniques, with their pros and cons, or you try to be really clever and find out something new that suits your needs.
2020-01-21 11:52
Sam

Registered: Aug 2010
Posts: 13
The one-color DYPP in Typical was a sort of a real-time, it draws the advancing character line and then removes the tail in real-time. This only works with one-color filled chars that are simple enough, no script etc.
2020-01-21 20:40
zscs

Registered: Sep 2010
Posts: 45
Last time I really coded something newly, that was in 1994 so I'm sorry in advance, if I would write something stupid. :D

In 1993, I was keen of trying to copy other's stuff by my own and created a kind of realtime DYPP in Attempt one. File "2...SCROLLDYPPER" PRG<
(I don't know what demo/intro was the inspiration here)

I'm just trying to check the code, as I can see, 16x16 chars matrix is a kind of saving rastertime here and I definitely chosen the multicolor because it also doubles the rastertime, but... I also did an interlace here. I dunno why and dunno how, however, can give a cool idea to someone for something more clever (maybe). ;-)
Use joystick to control speed and axis. Press key 1 or press 2 to start interlace ON/OFF.

(I know, I know, lame code, but I was 15 years old here and this is a one-person 'demo group') :)
2020-01-21 21:30
Scan

Registered: Dec 2015
Posts: 110
Quoting zscs

In 1993, I was keen of trying to copy other's stuff by my own and created a kind of realtime DYPP in Attempt one. File "2...SCROLLDYPPER" PRG<

I think it looks really nice, but I can't stop wondering how DYPPER would be pronounced. ;)
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