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Forums > C64 Productions > Sprites over rasterbars: where?
2012-04-27 13:06
Flavioweb

Registered: Nov 2011
Posts: 463
Sprites over rasterbars: where?

Someone can tell me a demo/intro name where are sprites movin' over rasterbars?
Or, at least, sprites without movement over rasterbars?
Tnx.
 
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2012-04-28 06:14
Graham
Account closed

Registered: Dec 2002
Posts: 990
Real DYSP
2012-05-01 13:01
iAN CooG

Registered: May 2002
Posts: 3187
Dingy
2012-05-01 18:18
Zaz
Account closed

Registered: Mar 2004
Posts: 33
This Is What It Is
2012-05-04 20:52
ready.

Registered: Feb 2003
Posts: 441
a part of this demo:

20 Minutes in the Future
2012-08-28 21:34
raven
Account closed

Registered: Jan 2002
Posts: 137
Continuing what Skate has started, there's a 3rd method which is easiest to implement & also most versatile, as it basically takes care of itself.

Use a timer to count down from 63 and branch according to its value. This code must be done each line.
If you'd like bad-lines active, they'll require different handling.

The line code will look something like this:

lda #cycles
sbc $dd04
sta *+4
bcs *
lda #$a9
lda #$a9
...
bit $ea
...rest of raster code...


+ Sprites can be moved freely without restrictions, no update of the timings is required for non bad-lines
- Doesn't leave much raster-time per line
2012-08-29 13:06
Trash

Registered: Jan 2002
Posts: 122
Another simple solution if you dont want graphics behind the sprites is:
outer_loop:
lda #raster_row
ldx #count_rows
cmp $d012
bne * - 3
inner_loop:
lda coltable, x
sta $d020
sta $d021
lda $d011
and #7
ora #16
sta $d011
dex
bne inner_loop
; move sprites around here
jmp outer_loop
2012-08-30 07:10
Oswald

Registered: Apr 2002
Posts: 5086
or you can do it as Ninja, set a CIA timer to count down from 63 & set the irq vector over the CIA timer & set the register before to jump instruction $4c, and it will select the routine needed for the desired timing automagically. Beware, this eplanation is very rough, just added to drop in the idea.
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