Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user eightbitswide ! (Registered 2024-12-24) You are not logged in - nap
CSDb User Forums


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

Registered: Nov 2006
Posts: 849
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?
 
... 14 posts hidden. Click here to view all posts....
 
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: 1078
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: 2014
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: 849
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: 478
@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: 5094
copy, including the cycles needed for the code ?
2006-12-05 16:33
Graham
Account closed

Registered: Dec 2002
Posts: 990
@Danzig: Nopes, you can not use any sprites. Sprites 2,3,5,7 for example will not allow open sideborder on badlines.
2006-12-05 23:18
Danzig

Registered: Jun 2002
Posts: 440
@graham: i ment "in a row" but since if haven't ever tested it all maybe i'm wrong. just can remember using 1-4 and 4-7 but it's all sooo long ago
2006-12-07 08:07
MRT
Account closed

Registered: Sep 2005
Posts: 149
Blocking thos badlines is oldschool stuf ;-)

2006-12-07 09:12
Oswald

Registered: Apr 2002
Posts: 5094
LOL :D
Previous - 1 | 2 | 3 - 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
psenough
Guests online: 79
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 The Demo Coder  (9.6)
6 Edge of Disgrace  (9.6)
7 What Is The Matrix 2  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 Cubic Dream  (9.6)
3 Party Elk 2  (9.6)
4 Copper Booze  (9.6)
5 X-Mas Demo 2024  (9.5)
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 Censor Design  (9.3)
5 Triad  (9.3)
Top Crackers
1 Mr. Z  (9.9)
2 Antitrack  (9.8)
3 OTD  (9.8)
4 Fungus  (9.8)
5 S!R  (9.8)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.043 sec.