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Forums > C64 Coding > Cycle Excact Timings and moving sprites
2016-09-19 06:16
oziphantom

Registered: Oct 2014
Posts: 490
Cycle Excact Timings and moving sprites

What fancy techniques to people have for handling the need for cycle exact timing for effects and then having sprites move over it?

I'm thinking of having side borders partially open in places which then may or may not have a number of sprites over. My current thinking is to have sets of 4 clock burners per sprite with a d015 sprite value per line when then looks up a num sprites per line value table per line that then indexes into a Branch offset table. so

lda SpritesValue,x
tay
lda ValueToNumBitsSetLUT,y
tay
lda BranchOffsetTable,y
sta BranchOffset
BranchOffset = *+1
bne $00
lda $00,x
lda $00,x
lda $00,x
lda $00,x ; I think 4 sprites will be enough
38 col
40 col
check num lines and loop

BranchOffsetTable 01,03,05,07,09 ; can't remember at the moment it if needs to be 1 or 0

but I might be over complicating it...
 
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2016-09-19 16:11
Pex Mahoney Tufvesson

Registered: Sep 2003
Posts: 52
@HCL: Yes, d017 in 1990 was probably lame (what do I know, I was into Amiga stuff then). But at least I thought I was cool when I did d017-stretching in 1988 in Skruv ... long before you were born, kiddo. :P ;)

---
Have a noise night!
http://mahoney.c64.org
2016-09-19 16:47
chatGPZ

Registered: Dec 2001
Posts: 11386
finally some decent arguments! =D
2016-09-19 19:19
HCL

Registered: Feb 2003
Posts: 728
Damnit.. <word> :P
2016-09-19 19:48
TWW

Registered: Jul 2009
Posts: 545
Code inside IRQ (positions the color bar split dead center):

        ldy #$08
        ldx #63
        clc
    Loop:
            dec $d016
            sty $d016
            lda DYSP_DelayTableZP,x
            sta SMC+1
        SMC:
            bcc *+2
                and #$29
                and #$29
                and #$29
                and #$29
                and #$29
                and #$29
                and #$29
                and #$29
                and $ea
            nop
            lda CollTable1ZP,x
            sta $d021
            lda D11Table,x
            sta $d011
            dex
        bpl Loop


Update timing table (after updating spirte positions):

CalculateDelayTableDYSP:
    .pc = * "DYSP Delay Table"
    // Initialize table
    ldx #63
    lda #$00  // 00 = no spirtes
!:  sta DYSP_DelayTableZP,x
    dex
    bpl !-

    .const kfactor = 1

    // Fill in location of the sprites into the table (first and last+1 pixel)
    lda $d001
    sec
    sbc #OffsetY
    tax
    lda #%00000001
    sta DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d003
    sec
    sbc #OffsetY
    tax
    lda #%00000010
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%00000010
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d005
    sec
    sbc #OffsetY
    tax
    lda #%00000100
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%00000100
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d007
    sec
    sbc #OffsetY
    tax
    lda #%00001000
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%00001000
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d009
    sec
    sbc #OffsetY
    tax
    lda #%00010000
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%00010000
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d00b
    sec
    sbc #OffsetY
    tax
    lda #%00100000
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%00100000
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d00d
    sec
    sbc #OffsetY
    tax
    lda #%01000000
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%01000000
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x
    lda $d00f
    sec
    sbc #OffsetY
    tax
    lda #%10000000
    ora DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor,x
    lda #%10000000
    ora DYSP_DelayTableZP+kfactor+21,x
    sta DYSP_DelayTableZP+kfactor+21,x

    // EOR Fill the spritemasks
    lda #$00
    .for (var i = 0 ; i < 64 ; i++) {
        eor DYSP_DelayTableZP+i
        sta DYSP_DelayTableZP+i
    }

    // Replace spritemasks with timing values
    .for (var i = 0 ; i < 64 ; i++) {
        ldx DYSP_DelayTableZP+i
        lda TimingTable,x
        sta DYSP_DelayTableZP+i
    }

    // Flipp Table
    .for (var i = 0 ; i < 32 ; i++) {
        lda DYSP_DelayTableZP+i+0
        ldy DYSP_DelayTableZP+63-i
        sty DYSP_DelayTableZP+i+0
        sta DYSP_DelayTableZP+63-i
    }
    rts


A bit messy but does the trick (No need to flip the table but I was trying to squeeze cycles inside the IRQ Loop). Then all You need is the actual timing values which you simply brute force with a testprogram (spritemask + adjustable value tool of some sort).
2016-09-20 07:34
oziphantom

Registered: Oct 2014
Posts: 490
A lot of the docs are vague on Side borders. But from the timings it seems you can't do it on a bad line, which means you can't have chars and open side borders on the same row... also seems that vertical scrolling is out as the VIC displays black when you shift the screen up and down right?
2016-09-20 07:40
tlr

Registered: Sep 2003
Posts: 1790
Quote: A lot of the docs are vague on Side borders. But from the timings it seems you can't do it on a bad line, which means you can't have chars and open side borders on the same row... also seems that vertical scrolling is out as the VIC displays black when you shift the screen up and down right?

Not true. You can have 4 sprites with open sideborder on a badline.

What do you mean by vertical scrolling, $d011 Y-scroll? Sure you can, it just moves the badlines.
2016-09-20 08:50
ChristopherJam

Registered: Aug 2004
Posts: 1409
Nice work, TWW!

May I suggest replacing
    lda $d001
    sec
    sbc #OffsetY
    tax
    lda #%00000001
    sta DYSP_DelayTableZP+kfactor,x
    sta DYSP_DelayTableZP+kfactor+21,x 

with
    ldx $d001
    lda #%00000001
    sta DYSP_DelayTableZP+kfactor-OffsetY,x
    sta DYSP_DelayTableZP+kfactor+21-OffsetY,x 

(might have to add $10000 to those addresses if OffsetY is greater than DYSP_DelayTableZP+1, which will add a couple of cycles to the stores, but still faster than subtracting OffsetY from X)

Should be able to save a few cycles off the second sprite's boundary plots too, by doing a CPX $d001 and selecting either %10 or %11 for the mask, then storing directly instead of lda/eor/sta
(edit - scratch that, won't work if the first two sprites are exactly 21 lines apart)
2016-09-20 10:02
tlr

Registered: Sep 2003
Posts: 1790
Quoting ChristopherJam
(might have to add $10000 to those addresses if OffsetY is greater than DYSP_DelayTableZP+1, which will add a couple of cycles to the stores, but still faster than subtracting OffsetY from X)

It won't add cycles. zp,x doesn't have page boundary handling. It just wraps around in zp.
What you do is just take &$ff on the address to utilize that.
2016-09-20 12:36
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quoting tlr

It won't add cycles. zp,x doesn't have page boundary handling. It just wraps around in zp.
What you do is just take &$ff on the address to utilize that.


Excellent point!
2016-09-20 16:26
oziphantom

Registered: Oct 2014
Posts: 490
Opening sideborders in the bottom border seems to work fine, but as I try and move the code to the top border, i.e Y=20, the sprites shown down the bottom of the screen where the border does open and at the top of the screen but the border is closed... Does it not work in the top border?
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