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Forums > C64 Coding > Screen limits
2005-10-26 07:50
HCL

Registered: Feb 2003
Posts: 716
Screen limits

Once when i got myself a C= monitor, I made some tests to see what the actual limits were. Keeping in mind all the bugs i left in Royal Arte, after this i would never have to leave any visual bugs because of not seing them.

But now in EMU-age, the same horrible bugs appear again in many demos. Vice only shows 272 x 384 pixels, and people appearantly start to think that's the way to go. And it suxx big time!

So when i found my old screen tests yesterday, i thought maybe i should put this up here. I also had some info about sprite-limits in the borders. Let's get started.


Screen limits
-------------
Vertically:
First visible line: 8 (d012 = 8)
Last visible line: 12b (d012 = 2b)
That makes 292 visible lines totally.

Transfered to sprite positions we get..
spt-pos 12a: one line visible in lower border.
spt-pos 12b: one line visible in upper border.

Horizontally:
Left border: 48 visible pixels (6 chars).
Right border: 36 visible pixels (4.5 chars).
That makes 404 pixels, right.

Sprite bugs in left border:
All sprites invisible at positions 1f8-1ff.
spt7 invisible at pos <= 1ce.
spt8 invisivle at pos <= 1ee.

Sprite bugs in right border:
spt1 stretch bug at pos >= 14b.
spt2 stretch bug at pos >= 15b.
Bug above first line at pos => 163: spt 3,4,5.
Bug on last line at pos => 164: spt 3,4,5.


Ok. I think that's all. Does anyone have other specs? Please don't post if you have a lowsy TV-set, they always sukk. Did i get those sprite-bugs correctly? Sounds totally wierd :). And finally: DON'T RELEASE before you checked your demo against this spec >:E.
 
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2005-10-26 18:19
Oswald

Registered: Apr 2002
Posts: 5017
sideborder stuff doesnt impresses me anymore like back then. Come on, adding a sta $d016 stx $d016 to your code is really so cool ? How about coming up with something new instead of putting one of the effects seen a thousand times before to the borders because thats so "cool" ?
2005-10-26 18:50
tlr

Registered: Sep 2003
Posts: 1714
Quote: sideborder stuff doesnt impresses me anymore like back then. Come on, adding a sta $d016 stx $d016 to your code is really so cool ? How about coming up with something new instead of putting one of the effects seen a thousand times before to the borders because thats so "cool" ?

Yeah, or this crappy sprites over x-coordinate 255 stuff. Just say no to $d010! ;)

Seriously though: Even though you have no border stuff it doesn't mean you can't set border colors a couple of cycles late creating a dent far left (or even a jittering dent). No reason for that, just check it.
2005-10-26 19:21
Tch
Account closed

Registered: Sep 2004
Posts: 512
Being a simple coder,I am not really looking forward to an improved Vice -stretching the border- version.
I had a very large TV in the 90´s showing a lot of ´extra border´ and I made a lot of simple stuff.
But when I started using Vice,I found that much was not coded that good (borderbugs everywhere).

What I am trying to say,is that a lot of people probably used a TV and hence,didn´t see the bugs happening in the (hidden) borders.
It will severely take down their worxx.

On the other side..
This will probably be an extra limit for the hardcore-coders amongst us.
Making things perfect will be quite a challenge. ;)
2005-10-26 19:32
Oswald

Registered: Apr 2002
Posts: 5017
tlr, well I cant be bothered to fix code for the 3-2 ppl who can see all the possible visible area on their monitors. doesnt worths the effort, as even I dont see that stuff on any display I have. how to fix it then ? I dont care.
2005-10-26 20:01
JackAsser

Registered: Jun 2002
Posts: 1989
Patching VICE to show all 312 lines was super simple, making it show them complete width was a completly other matter in which I failed utterly. The code was just so crappy and hellish I gave up. To fix the complete height it was just a simple #define that should be changed in some .h file in the vicii folder.
2005-10-27 06:21
Graham
Account closed

Registered: Dec 2002
Posts: 990
I still think Vice should not be used to search for sprite-, border- and $D011 bugs because after all it is just an emulation and will not show 100% the real effects happening.

@radiantx:

No, you are totally wrong here. Sceners only do few bug reports, most reports are from gamers.
2005-10-27 06:40
HCL

Registered: Feb 2003
Posts: 716
@Oswald: Making such a statement would definitely have defined you LAME 10 years ago. May it be that your 4-color tunnel is no problemo putting in the sideborder, it just adds a different bitmap and wastes some more cycles. But there are other kind of effects that are more challenging to put in the sideborder, which makes more sence. Hell, who cares about an emulator anyways!? I could do vith a Vice that displays *only* the sideborder, showing only black where all Oswald's effects are!!
2005-10-27 07:15
Clarence

Registered: Mar 2004
Posts: 119
@Oswald
Border effects *can* be as hard challenges as any other stuff just find yourself a hard enough idea. Imo, it is an avaiable feature coders should use whenever it's possible. And if used, try to make it bugfree.

@HCL
thanks for the info. I wish you had this monitor when developing Royal Arte and remove that annoying dycp bug (the only one in the demo). :)
2005-10-27 07:38
HCL

Registered: Feb 2003
Posts: 716
@Clarence: I wish that was the only bug :). Btw. check out the next issue of Attitude for a bug-free version :).
2005-10-27 07:48
Clarence

Registered: Mar 2004
Posts: 119
Cool! :) Looking forward for it...
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