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 > FLD/FPP question.
2013-03-18 07:59
Flavioweb

Registered: Nov 2011
Posts: 463
FLD/FPP question.

I know how to delay char line visualization using FLD. I'm trying to do the same for every raster line. I tought to use something like FPP playing with D011 on cycle 58 and before 14 but i can't figure out if is possible to show gfx/char data during delay.
Can someone help me?
There is a way to stop vic updating internal gfx pointers at X rasterline, then delay the visualization to Y line and testart painting even if RC <> 7?
 
... 23 posts hidden. Click here to view all posts....
 
2013-03-20 12:51
HCL

Registered: Feb 2003
Posts: 728
Hmm, feels like we hijacked the thread there, but.. I haven't checked, but i think it is done more or less like a fli-stretcher.. but without fli :P. That is, use all 8 bitmap banks, and let each bank represents one line within each 8-line chunk, so copy one bitmap line to all 8 lines in each bank. Then stretch each 8-line chunk by inserting new badlines -> restart display from the first line in 8-line chunk, until big enough to fit the distance of all 8 lines in the chunk. Meanwhile switch bitmap bank (with d018 and dd00) when desired plus switch d011 between bitmap mode and bla(n)k mode ($7x) to get empty lines inbetween the gfx. Comprende?

..in other words, not very straight forward, and not done in 5 minutes either -> no go ;)
2013-03-20 13:45
Oswald

Registered: Apr 2002
Posts: 5094
urgh, thats some dirty business.
2013-03-20 17:39
chatGPZ

Registered: Dec 2001
Posts: 11386
unless there is sideporder DYSP on top, who cares =P
2013-03-20 23:04
Krill

Registered: Apr 2002
Posts: 2980
Quote: urgh, thats some dirty business.

I find the need to play that stupid "game" to reach the parts much dirtier. This and the fact that the demo, like a few of that era in Crest's history, comes on a disk personalized to select sceners. :)
2013-03-21 05:00
Flavioweb

Registered: Nov 2011
Posts: 463
Quoting Krill
I find the need to play that stupid "game" to reach the parts much dirtier.

Just press fire without move.
Then select parts from the menu.

=P
2013-03-21 05:06
Flavioweb

Registered: Nov 2011
Posts: 463
Quoting HCL
@Flavioweb: Doing FPD on a normal bitmap pic is not easy at all, assuming you are talking about bitmap as using more colors than 3+bg.. like in The Bubble Tale / Crest.

Thanks a lot for this one... and yes, i mean this.
I know that isn't easy but now i have some info to study...
I think my "missed thing" was to use "FLI organized bitmap".

Now i go to listening at the ingame music of the Crest's demo... it's awesome!!!
2013-03-21 07:40
Krill

Registered: Apr 2002
Posts: 2980
Quote: Quoting Krill
I find the need to play that stupid "game" to reach the parts much dirtier.

Just press fire without move.
Then select parts from the menu.

=P


Oh, i see. Also, on second thought, it seems that this demo wasn't released on personalized disks but merely not uploaded in mint condition. I withdraw earlier statements. :)
2013-03-21 08:30
Flavioweb

Registered: Nov 2011
Posts: 463
About Crest's demo... i'm surprised to see that the fli-fpp routine was coded without stable raster at all...
just cycle-calculated code triggered by normal raster irq.
Fashinated...
2013-03-21 11:35
Krill

Registered: Apr 2002
Posts: 2980
IIRC, FLI auto-stabilizes pretty much after the first line. This may be blacked out in the demo. Add a jmp * in the main loop, and you only have 3 cycles variance for the IRQ entry. Put a few sprites there, and it might get stabler.
There are many dirty ways and a bit of luck to get a stable raster, but the clean method is always superior and keeps you from stumbling over unpleasant surprises or weird bugs. :)
2013-03-21 12:16
Flavioweb

Registered: Nov 2011
Posts: 463
I tought to code my versio of this fx over my stable raster routine because, my final goal, is to make it both pal/ntsc compliant and maybe works also on drean and others...
But first of all i need to exactly know how things works here, because a lot of things need to collime to make fx works. How and why ECM bit is used? Only to "blank" initial side effects or for more?
I know how to use the dma-delay to stabilize things... but here seems this is a very margnal question. A lot of D011 and bank switching trickery involved...
I think ECM is needed to compensate jitter side-fx on the standard irq call...
Let me study...
◑▂◐
Previous - 1 | 2 | 3 | 4 - 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
leonofsgr/Singular C..
zscs
macx
LordCrass
Guests online: 90
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Musicians
1 Rob Hubbard  (9.7)
2 Mutetus  (9.7)
3 Jeroen Tel  (9.7)
4 Linus  (9.6)
5 Stinsen  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.126 sec.