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Forums > CSDb Entries > Release id #252024 : C64ColorRamDoubleBuffer
2025-04-17 17:50
Sokrates

Registered: Jun 2014
Posts: 15
Release id #252024 : C64ColorRamDoubleBuffer

Does anyone know who had this idea first?
What was the first implementation?
Are there any demos or games out there?
I only found this one:
https://www.gamesthatwerent.com/gtw64/balls-of-the-scrolling-th..

I will add this information to the documentation then.
 
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2025-04-19 00:00
Sokrates

Registered: Jun 2014
Posts: 15
Can someone contact and ask Doynax plz? I don't know how to contact him...
2025-04-19 03:02
Skate

Registered: Jul 2003
Posts: 505
deja-vu :)

Double buffering color ram in half of the screen?
2025-04-19 16:51
Sokrates

Registered: Jun 2014
Posts: 15
Thanks for the link!

https://csdb.dk/forums/?roomid=11&topicid=47495&showallposts=1

In this discussion in 2007 Doynax talks about his game under construction: "The d800 copy is double buffered". The other participants react as if they weren't familiar with this idea yet. This makes it currently the best candidate for the first idea/implementation...
2025-04-19 16:55
chatGPZ

Registered: Dec 2001
Posts: 11499
Until you find out, that someone already did it in the 80s :) (like eg with the "Ninja Method" for stable raster)
2025-04-19 18:24
Sokrates

Registered: Jun 2014
Posts: 15
Right, today’s knowledge is tomorrow’s error :-)
2025-04-23 06:39
Skate

Registered: Jul 2003
Posts: 505
btw, this PC demo also has a similar trick.

8088 MPH by Hornet & CRTC & Desire
https://www.pouet.net/prod.php?which=65371

There is a Back to the Future themed part with Marty flying on top of the DeLorean. Demo is in CGA graphics mode and there is no way to do double buffering since there is no back buffer you can switch. Very similar scenerio to C64's color RAM. They use some raster timing trickery like our FLD, linecrunching etc and move screen drawing positions. As you can see in the demo, DeLorean graphics fits half of the screen. So, they use half of the graphics memory buffer for double buffering and do the switching with additional raster tricks. What i love about this part is they use a repeating building pattern as background graphics which gives you the impression to have a fullscreen graphics area. They could easily leave half of the screen blank and still be proud of their achievement. Instead they filled the entire screen and make the part both visually and technically impressive for the platform & graphics mode.

So, we are not alone in the universe. Evolution ends up with similar results in different worlds.
2025-04-23 11:03
Sokrates

Registered: Jun 2014
Posts: 15
Yes, reinventing the wheel happens all the time. This certainly applies to the 8-bit era: the hardware of the various computers was similar, but communities were separate. It would be interesting to see what was discovered in parallel...

Regarding the color ram double buffer:
https://github.com/FPT-Sokrates/C64ColorRamDoubleBuffer/blob/ma..
As a result of this discussion I added a section "First Appearance".
2025-04-23 13:03
Oswald

Registered: Apr 2002
Posts: 5118
the textured cubes are triple buffered Larch

the rotozoom here is also F20
2025-04-23 13:17
Sokrates

Registered: Jun 2014
Posts: 15
Triple buffered using the technique like described here:
https://github.com/FPT-Sokrates/C64ColorRamDoubleBuffer

Or by copying data from ram to color ram?
2025-04-23 16:33
chatGPZ

Registered: Dec 2001
Posts: 11499
mixed up threads? :)
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