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Forums > C64 Coding > Raster bars, chars screen and sprites
2007-09-14 08:55
johncl

Registered: Aug 2007
Posts: 37
Raster bars, chars screen and sprites

I have been searching a bit and it seems most stable raster modes use the $d011 trick but at the xpense of no character screen (only sprites).

I am making a platform game where I use some raster bars to indicate the ground (extending out into the border). I was able to render these fine (with 63 cycle delays between color changes) and set it up so that the top of the characters are drawn 1 line before my raster bars begin to avoid bad lines.

Well, now I added my hero sprite which is standing on the ground (data crossing my raster lines) and suddenly I have unstable rasters again - the sprite fetches has affected the amount of cycles available per raster. Furthermore it doesnt seem to be a stable "shift" but the lines flickers somewhat.

How can I get around this? It would be nice if I could call an alternate raster method for these "ground" raster bars and maybe have a permanent sprite crossing them (a transparent one perhaps).

I am using KickAssembler and my current raster bar macro looks like this:

.macro CopperLines( colors, endcolor ) {
.for(var i=0;i<16;i++) nop // initial delay
.var NOPS=25
.var len = colors.size()
.for (var l=0;l<len;l++) {
lda $10 // 3 cycles
lda #colors.get(l) // 2 cycles
sta BORDER_COLOR // 4 cycles
sta BG_COLOR // 4 cycles
// 50 cycles of nops - sum = 63 cycles (1 scan line)
.for(var i=0;i<NOPS;i++) nop
}
lda #endcolor
sta BORDER_COLOR
sta BG_COLOR
}
 
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2007-11-12 16:24
Frantic

Registered: Mar 2003
Posts: 1661
Rumours say Jackasser plans to fix it this weekend! Finally! :)
2007-11-12 20:22
JackAsser

Registered: Jun 2002
Posts: 2038
Quote: Rumours say Jackasser plans to fix it this weekend! Finally! :)

o_O DAMN! :D

Tonight your dreams MIGHT come true...
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