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Forums > C64 Coding > 26 clocks in a border, anything useful?
2016-12-18 07:34
oziphantom

Registered: Oct 2014
Posts: 490
26 clocks in a border, anything useful?

If you had 26 clocks in the border, could anything useful be done with the extra clocks? If you need to do a XXXX,X this could be dropped to XX,X to save an extra clock.
 
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2016-12-19 07:57
HCL

Registered: Feb 2003
Posts: 728
I would say, if you have 27 clocks in the border, things would get truly interesting..
2016-12-19 08:53
Mixer

Registered: Apr 2008
Posts: 452
Let the cpu rest. Setting bits on and off all the time, it is so hard.
2016-12-19 10:41
ChristopherJam

Registered: Aug 2004
Posts: 1409
Eight sprites under/over FLI
2016-12-19 12:50
Oswald

Registered: Apr 2002
Posts: 5094
risen from oblivion used 2mhz on sideborder for smth.
2016-12-19 13:21
Soren

Registered: Dec 2001
Posts: 547
Just be Crossbow/Crest and you won't need to worry about stuff ;)
2016-12-19 14:31
oziphantom

Registered: Oct 2014
Posts: 490
Quoting ChristopherJam
Eight sprites under/over FLI


ZMhz mode switches off the VIC bus access, so it will show sprites but the sprite data will be whatever the CPU was loading/storing.

Thinking about it, on a non bad line, you would be able to pull into 2mhz on the first clock of the border which would give you an extra 10 clocks to give you 36 clocks on non bad lines, or 40 clocks in 38 col mode.
2016-12-19 15:09
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quoting oziphantom
Quoting ChristopherJam
Eight sprites under/over FLI


ZMhz mode switches off the VIC bus access, so it will show sprites but the sprite data will be whatever the CPU was loading/storing.


Damn. I should have expected that really.
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