Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Cycle tables
2020-04-01 21:43
crl

Registered: Mar 2020
Posts: 20
Cycle tables

I read about cycle tables in regard to one of Upfront’s demos can someone explain this concept to me?
 
... 10 posts hidden. Click here to view all posts....
 
2020-04-04 05:38
Martin Piper

Registered: Nov 2007
Posts: 739
My really naive approach years ago was to hand tweak delays for each raster for each animation frame.
2020-04-04 11:53
chatGPZ

Registered: Dec 2001
Posts: 11523
also see <shameless plug>Victimer</shameless plug>
2020-04-04 15:51
Oswald

Registered: Apr 2002
Posts: 5127
hmm maybe lft's collision register trick could be used here to find out what sprites are active per line ? so instead of d021 use d022 and multicolor charset filled with d022 'color'. (or whatever causes collision with sprites)

then just read out sprite-backgr collision register per line and look up cycle table with it.


edit:oh and ofcourse we need the 63 cycle stretch routine (linecrunch?) to have the d022 fill repeated without badlines
2020-04-05 02:13
Krill

Registered: Apr 2002
Posts: 3098
Hmm, what does that trick do originally?

Because afaik, the collision registers reflect collisions only after the fact, once a sprite has been drawn (and depend on the actual sprite bitmap pattern), and then update only once per scanline.

I guess this prevents offsetting variable sprite DMA early enough/in the correct places within a rasterline.
2020-04-05 10:32
Oswald

Registered: Apr 2002
Posts: 5127
you are right, the register must be only valid when the sprites have been drawn on that line, and thats too late.
2020-04-05 11:20
tlr

Registered: Sep 2003
Posts: 1814
Quote: Hmm, what does that trick do originally?

Because afaik, the collision registers reflect collisions only after the fact, once a sprite has been drawn (and depend on the actual sprite bitmap pattern), and then update only once per scanline.

I guess this prevents offsetting variable sprite DMA early enough/in the correct places within a rasterline.


The collisions do reflect collisions after the fact as you say. However the registers update "immediately" and can update more than one time on a scanline.
Previous - 1 | 2 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Trasher/Fairlight
Guests online: 255
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Codeboys & Endians  (9.7)
4 Mojo  (9.6)
5 Coma Light 13  (9.6)
6 Edge of Disgrace  (9.6)
7 Signal Carnival  (9.6)
8 Wonderland XIV  (9.5)
9 Uncensored  (9.5)
10 Comaland 100%  (9.5)
Top onefile Demos
1 Nine  (9.7)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.5)
6 Scan and Spin  (9.5)
7 Onscreen 5k  (9.5)
8 Grey  (9.5)
9 Dawnfall V1.1  (9.5)
10 Rainbow Connection  (9.5)
Top Groups
1 Artline Designs  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Performers  (9.3)
5 Censor Design  (9.3)
Top Original Suppliers
1 Derbyshire Ram  (9.7)
2 Black Beard  (9.2)
3 Baracuda  (9.2)
4 hedning  (9.1)
5 Irata  (8.8)

Home - Disclaimer
Copyright © No Name 2001-2025
Page generated in: 0.059 sec.