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Forums > C64 Coding > Blog: All Border Double DYPP
2022-03-15 13:38
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!
 
... 51 posts hidden. Click here to view all posts....
 
2022-03-16 19:28
Oswald

Registered: Apr 2002
Posts: 5094
thanks ! :-)
2022-03-17 13:55
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
2022-03-18 06:20
Raistlin

Registered: Mar 2007
Posts: 680
Thanks all! I’ll be doing another blog very soon… Very enjoyable to write, actually.
2022-03-18 17:18
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?
2022-03-18 17:56
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
2022-03-18 22:48
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?
2022-03-19 01:10
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 ….
2022-03-19 01:21
chatGPZ

Registered: Dec 2001
Posts: 11386
here is something to screw your mind more :)
2022-03-19 02:00
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.
2022-03-19 04:20
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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