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Forums > C64 Coding > Alt-history no-cost design changes with great value
2021-05-01 22:49
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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2021-05-03 08:43
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.
2021-05-03 09:14
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? :)
2021-05-03 09:22
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 :)
2021-05-03 12:12
Jammer

Registered: Nov 2002
Posts: 1289
Quoting cadaver
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 :)


Yeah. Too bad we can't do anything like this with dedicated sample channel which would handle playback timing internally ;)
2021-05-03 12:49
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.
2021-05-03 12:54
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.
2021-05-03 13:10
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!
2021-05-03 13:21
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
2021-05-03 14:00
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)
2021-05-03 14:24
Krill

Registered: Apr 2002
Posts: 2839
Quoting Copyfault
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)
Er... you mean writing twice, to two different memory locations on page boundary crossing?
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