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Krill
Registered: Apr 2002 Posts: 2839 |
Alt-history no-cost design changes with great value
Which things in the C-64 could have been implemented or connected differently without conceivable extra cost, for coding advantages?
Thinking of things like shuffling the chip register bits like VIC's $d011 and $d016 differently (such that some effects can be achieved with fewer register writes or less twiddling).
Or putting some IO register to $01 (and move the memory configuration somewhere else, somehow).
Maybe also having different PLA memory configurations (not necessarily more).
Or connecting external signals to the CIA port pins in a different order.
Discuss! =) |
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ws
Registered: Apr 2012 Posts: 228 |
@tlr: ah, i understand. thank you for explaining! |
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Oswald
Registered: Apr 2002 Posts: 5017 |
one more pla and one more color ram chip could solve the problem, anyway I dont think we would get much boost from double bufferable color ram. the best scrolling games which milk every performance there is are good enough. |
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tlr
Registered: Sep 2003 Posts: 1714 |
For the record: the plus4 has color data fetched from the main ram. This is solved by having two bad lines each char row. I guess you wouldn't want that for the c64? :) |
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cadaver
Registered: Feb 2002 Posts: 1153 |
Oswald: Right, double buffer still means you lose the CPU cycles, and in most cases you can race the raster or split the update in halves. Selective non-update FTW :) |
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Jammer
Registered: Nov 2002 Posts: 1289 |
Quoting cadaverOswald: Right, double buffer still means you lose the CPU cycles, and in most cases you can race the raster or split the update in halves. Selective non-update FTW :)
Yeah. Too bad we can't do anything like this with dedicated sample channel which would handle playback timing internally ;) |
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ChristopherJam
Registered: Aug 2004 Posts: 1378 |
VSP fix... and a bit that lets you put the sprite pointers at (eg) end of bank regardless of where the screen is, so that AGSP routines don't scroll the sprite pointers onto the visible area. |
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chatGPZ
Registered: Dec 2001 Posts: 11108 |
Regarding sprite pointers i always wondered how they ended up in regular RAM - you'd think those are registers. |
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tlr
Registered: Sep 2003 Posts: 1714 |
Quote: Regarding sprite pointers i always wondered how they ended up in regular RAM - you'd think those are registers.
I guess that would have taken up more die space. They are only needed when the sprite data is fetched, and there are 4 read slots for each sprite anyway. Packing it to 3 slots/sprite would require more logic too.
It's a good thing the pointers can be switched with single writes, we should all be happy! |
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chatGPZ
Registered: Dec 2001 Posts: 11108 |
Quote:They are only needed when the sprite data is fetched
That could be said about a couple more things with sprites though, so why one ended up in RAM but not the other? :) It DOES make sense though if you think about double buffering the screen content... so who knows |
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Copyfault
Registered: Dec 2001 Posts: 466 |
Maybe someone already wrote this, so sorry in case I missed it: having all the memory-changing opcodes with index in play writing to the non-fixed hi-byte adress first and then writing to the correct adress in the following cycle would really be nice ;) (thinking of INC abs,X; STA abs,X and the like) |
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