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Forums > C64 Coding > sprites in bank 1 over graphics in bank 2
2008-04-06 18:32
Testa
Account closed

Registered: Oct 2004
Posts: 197
sprites in bank 1 over graphics in bank 2

high,

i was playing around as usual, (i'am an addict when it comes to c64 stuff) and i find out when i set $dd00
at bank 1 at cycle 1 or later and you change $dd00 again a few cycles later you can place sprites over graphics in a diffirent bank...

how is this possible?

in my case i used the anti badline trick (open sideborders, 7 sprites and graphics). and it works just nice...

greetings mcd.



2008-04-06 18:40
JackAsser

Registered: Jun 2002
Posts: 1995
Quote: high,

i was playing around as usual, (i'am an addict when it comes to c64 stuff) and i find out when i set $dd00
at bank 1 at cycle 1 or later and you change $dd00 again a few cycles later you can place sprites over graphics in a diffirent bank...

how is this possible?

in my case i used the anti badline trick (open sideborders, 7 sprites and graphics). and it works just nice...

greetings mcd.





The sprite data is fetched in the side border at 16 of the cycles there. Each sprite fetches 3 bytes into internal 24 bit shift-registers. So, regardless of vic bank settings later on on the current raster line, these shift-registers will still emit the bits that was fetched.

Check out the VIC-article! :D
2008-04-06 18:44
Testa
Account closed

Registered: Oct 2004
Posts: 197
ok i already thought i was something like this.. i still think it is funny..... thanks for the info...
2008-04-07 06:20
Radiant

Registered: Sep 2004
Posts: 639
Cool! I hadn't thought of this before. Wonder what it could be used for. :-)
2008-04-07 19:26
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
better ram managing
2008-04-16 16:04
Martin Piper

Registered: Nov 2007
Posts: 647
Well, if you had some screen graphics effect that uses all the bank data, but you wanted sprites as well then this would be useful. :)
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