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Forums > C64 Coding > Working with bad lines
2006-12-02 23:35
Conrad

Registered: Nov 2006
Posts: 839
Working with bad lines

hi.

Could someone help me with how to detect the bad lines properly and how to avoid them for raster based routines such as side borders. Would adjusting $d011 at each bad line be the best way?
 
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2006-12-04 20:28
Danzig

Registered: Jun 2002
Posts: 431
@crd: not exactly true iirc... you can use any 4 sprites but NOT sprite0 (f.e. $d015=$1e). and it is NOT necessary to use all 8 sprites for "escos"-like spriteroutines but makes sense ;)

and maybe you should f.e. take a look at this:
Spritemania

count the sprites and you will get 7 :D but ofcourse this is the good old "anti-badline" trick f.e. vision/crest used for his sideborder-dycp over sideborder-logo...
2006-12-04 21:05
tlr

Registered: Sep 2003
Posts: 1737
Exilon/MDT used that trick in Bonanza aswell.
2006-12-04 21:57
Danzig

Registered: Jun 2002
Posts: 431
@tlr: not the same, this one is "just" opening the sideborder in the linecrunching-routine... it's NOT displaying any grafik in that area (bit 4,5 & 6 set in $d011)... that lc-sb-effect was done dozens of times (f.e. censor wonderland)
2006-12-04 22:06
tlr

Registered: Sep 2003
Posts: 1737
Quote: @tlr: not the same, this one is "just" opening the sideborder in the linecrunching-routine... it's NOT displaying any grafik in that area (bit 4,5 & 6 set in $d011)... that lc-sb-effect was done dozens of times (f.e. censor wonderland)

Wrong part. I mean in the one with the Tetris picture with sprite scroller over.
I think it was 7 sprites but maybe it's fewer, I don't remember exactly.

EDIT: just checked, it is 7 sprites (part 2). It has some bugs, but it is that same technique.
I guess he wanted to get it released before anyone else did it. :)
2006-12-05 01:12
Codey

Registered: Oct 2005
Posts: 79
Quote: HCL is right, you have to have the last 4 ($f0) sprites switched on for sideborder WITHOUT FLD (so you can make those nice sideborder DYCPs/pics/plasmas etc) and for side border with FLD (the 1001 crew way :) you have to have all 8 sprites switched on for it to work. I've never seen a demo with sideborder using SIX sprites before.

when i first saw escos i was absolutely baffled. i never knew they used fld to make the timing so simple. makes sense now.
2006-12-05 06:59
MagerValp

Registered: Dec 2001
Posts: 1060
Escos uses the escos trick, not FLD. With a little $d011 twiddling, you get open top/bottom borders, open screen, but no badlines (and no char/bitmap gfx) and sprites visible. All you need then is $d016 on every line for the sideborder, and a simple plex.
2006-12-05 08:53
JackAsser

Registered: Jun 2002
Posts: 1997
Yes, escos simply open the top/bottom border and at the same time disable the display => all the screen becomes top/bottom border which you open, so you get classic $3fff everywhere + sprites visible. There is a thread about this aswell FYI.
2006-12-05 10:05
Conrad

Registered: Nov 2006
Posts: 839
Ah... NOW I see how it works... I just didn't know what ESCOS actually was until now! It's pretty obvious! Oh how ashamed I am with what I discussed!! =(

Anyway, I've managed to work out how side border routines work now, so thanks very much for your advices! :)
2006-12-05 11:01
Copyfault

Registered: Dec 2001
Posts: 467
@JA: it's the thread about a "screen with no badline"; ninja already pointed to it here in this thread.

@HCL: hmm, counting cycles gives me four and a half sprites ;p

CF
2006-12-05 12:52
Oswald

Registered: Apr 2002
Posts: 5034
copy, including the cycles needed for the code ?
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