You are not logged in -
nap
CSDb User Forums
Forums
>
C64 Coding
>
Unexpected sprite behaviour
2018-09-22
00:30
Compyx
Registered: Jan 2005
Posts: 631
Unexpected sprite behaviour
While trying to hack together a linecruncher I ran into a bit of an odd situation: sprites appear where they shouldn't.
My code currently doesn't actually line crunch, since I haven't got the timing correct yet, I implemented a stable raster and basically copied the line crunch code from an old demo part I once wrote.
The weird thing is that although I only poke #$32 at the sprite Y-positions, I get those sprites at raster position 0 as well. Y-stretched since I my line crunch routine uses a $d017 sideborder stretcher to allow for something a little more interesting than just a blank space.
I figured this was a bug in VICE, but it also happens on the real deal, and even x64 emulates this correctly. So there must be some logic to this.
Anyway, here's a link to the code:
https://www.dropbox.com/s/ftu9jty6r32xj9a/linecrunch-fuckup.tar..
Just run linecrunch.prg or run make if you have 64tass installed.
... 10 posts hidden. Click
here
to view all posts....
2018-09-22
23:03
Golara
Account closed
Registered: Jan 2018
Posts: 212
I made the same thread few months ago. Funny that people are still getting cought by this. And yes, they will wrap around from old to new frame if you stretch it. I tried sprite crunching and that usually makes the sprites very tall. All I had to do was to crunch it every 4-5 files to make it full screen. If your sprite data is filled with the same byte of graphics ($80,$80,$80 * 21) it doesn't even matter where you crunch it and it's perfect for straight lines (pseudo vertical rasterbars)
2018-09-24
22:05
TheRyk
Registered: Mar 2009
Posts: 2244
There's tons of old demos with open top/bottom border and bottom sprite stuff happening unwanted in top border, too. Back in the CRT days we didn't notice/see.
When I first opened top/bottom I faced the same but simply solved the problem by setting new Y-pos just after bottom border action but before start of new frame. However, it took some time till I discovered full/debugging borders as you can see here hehehe
Neotunes 2 Light (standalone)
bottom stuff not happening in top but vice versa by switching Y-pos too early (apart from not really so stable rasters in side borders as I thought)
Since I've got a good real CRT (30 kg Sony Trinitron which can do full border in "overscan" mode and even NTSC), things are easier
Previous
-
1
| 2 - Next
Refresh
Subscribe to this thread:
You need to be logged in to post in the forum.
Search the forum:
Search
All forums
C64 Coding
C64 Composing
C64 Pixeling
C64 Productions
CSDb Bug Reports
CSDb Development
CSDb Discussions
CSDb Entries
CSDb Feedback
CSDb Info
CSDb moderators
CSDb Questions
Messages to moderators
Requests
for
in
Writer & text
Text
Writer
All times are CET.
Search CSDb
All
Releases
Groups
Sceners
Events
BBS
SIDs
-------
Forum
Comments
Advanced
Users Online
E$G/HF ⭐ 7
The Human Co../Maste..
Flashback
Shake/Role
Hoild/Ultimate Newco..
Chesser/Blazon
El Gato
Steffan/BOOM!
v3nt0r/ibex-crew
aNdy/AL/Cosine
t0m3000/hf^boom!^ibx
MCM/ONSLAUGHT
Fred/Channel 4
Hobbit/Laser Inc.
Guests online: 135
Top Demos
1
Next Level
(9.7)
2
13:37
(9.7)
3
Mojo
(9.7)
4
Coma Light 13
(9.6)
5
Edge of Disgrace
(9.6)
6
What Is The Matrix 2
(9.6)
7
The Demo Coder
(9.6)
8
Uncensored
(9.6)
9
Comaland 100%
(9.6)
10
Wonderland XIV
(9.6)
Top onefile Demos
1
Layers
(9.6)
2
No Listen
(9.6)
3
Cubic Dream
(9.6)
4
Party Elk 2
(9.6)
5
Copper Booze
(9.6)
6
Dawnfall V1.1
(9.5)
7
Rainbow Connection
(9.5)
8
Onscreen 5k
(9.5)
9
Morph
(9.5)
10
Libertongo
(9.5)
Top Groups
1
Performers
(9.3)
2
Booze Design
(9.3)
3
Oxyron
(9.3)
4
Triad
(9.3)
5
Censor Design
(9.3)
Top Webmasters
1
Slaygon
(9.6)
2
Perff
(9.6)
3
Sabbi
(9.5)
4
Morpheus
(9.4)
5
CreaMD
(9.1)
Home
-
Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.135 sec.