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Raistlin
Registered: Mar 2007 Posts: 680 |
Blog: All Border Double DYPP
So.. a few people had asked me about how I created certain effects.. I love blogging about code (I do this for my game-dev work, for example, and have done on-and-off for 10 years)... so...
https://c64demo.com/?p=19
The website needs a LOT of work, I know .. but for now it gives me a sandbed to upload these texts to.
Please let me know if you spot any mistakes, if you think I've overlooked explaining anything important, if you think I'm stupid and missed some obvious optimisation, etc...
Cheers! |
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Oswald
Registered: Apr 2002 Posts: 5094 |
thanks ! :-) |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Splendid idea to write a whole blog about the routine! Only had a quick glance up to now, but this already made me happy!
Thank you, Raistlin, for sharing all the tricks involved <3 |
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Raistlin
Registered: Mar 2007 Posts: 680 |
Thanks all! I’ll be doing another blog very soon… Very enjoyable to write, actually. |
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Youth
Registered: Aug 2003 Posts: 43 |
I love reading stuff like this. Even though it is still too much over my head to tie all this together into an actual working demo effect, it is very inspiring to see these creative solutions to the limitations of the c64. Also cool to see that these top notch coders are not some sort of magicians but theres actually some decent hard thinking and problem solving behind the magic.
Does anyone know more of these sort of blog posts? |
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Oswald
Registered: Apr 2002 Posts: 5094 |
Quote: I love reading stuff like this. Even though it is still too much over my head to tie all this together into an actual working demo effect, it is very inspiring to see these creative solutions to the limitations of the c64. Also cool to see that these top notch coders are not some sort of magicians but theres actually some decent hard thinking and problem solving behind the magic.
Does anyone know more of these sort of blog posts?
I recommend articles by bitbreaker from here, but you might find other gems too: https://codebase64.org/doku.php?id=base:demo_programming |
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Digger
Registered: Mar 2005 Posts: 437 |
Great blog post Raistlin!
Do I understand it right, for sprite interleave the sprites have to overlap (with 1 pixel line)?
So it's not possible to make it work with 8 sprites in a row? |
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Raistlin
Registered: Mar 2007 Posts: 680 |
No overlap, no, the sprites are stacked as usual with (at least) 21px spacing.
With no interleave, each sprite of course would be drawing all 21 lines, 0 to 20.
With 20px interleave, you have 1 line (the 20th) where you’re not quite sure whether, after you update the sprite indices, row 0 or row 1 will be being drawn to the screen - so you make sure that line 20 on both rows is identical.
On the next row, at rasterline 40, it’s the 19th line that needs to be identical on rows 1 and 2 - and then the rest of row 2 needs to be slid up such that line 20 on row 2 is the new start point (what would’ve been line 0).
And so on.. each row sliding 1px further.
Sorry, my description sucks… the Codebase64 article includes some diagrams and formula to help with visualising this …. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
here is something to screw your mind more :) |
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Raistlin
Registered: Mar 2007 Posts: 680 |
Quote: here is something to screw your mind more :)
Hah, nice!
But, yeah, the more that sprite interleave is explained, the more tricky it sounds… the best thing that you can do is just try it out, see for yourself what happens. |
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DanPhillips
Registered: Jan 2003 Posts: 39 |
Enigma Force (1986) is the 1st game I saw using the sprite interleaving trick.
Cheers
Dan |
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