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Forums > C64 Coding > Sprite Stretching or what? :>
2006-10-19 14:19
Luke

Registered: Dec 2004
Posts: 19
Sprite Stretching or what? :>

So i found it on old disk:

Only screenshots here:
Sorry for Polish language in comments, but no time for explain all into English.

First screenshot - route sprite setting. 8 sprites, $54 y , x from 00 step $18++.

http://www.platine.fajnastacja.pl/IMG_0918.JPG

Second screenshot, old irq routine: set $ff in $d017, waiting some cycles and $00 -> $d017 + dec $3fff. And it's all.

http://www.platine.fajnastacja.pl/IMG_0917.JPG

Third screenshot : How is it works? $3fff used in sprite + extra multiplexer for free without any changes of $d001, and $00 in $d017 :) What is this?:D

http://www.platine.fajnastacja.pl/IMG_0919.JPG

Sry for crap screens, no time for it at all.
I'm wondering - multiplexer for free :)

Btw. If that change $d017 from $ff to $00 are in next line, then 2x multpilexer in Y :)
2006-10-19 14:42
pernod
Account closed

Registered: Nov 2004
Posts: 25
Hey, it looks like you have re-invented "sprite crunching"! It is a kind of weird, but very useless trick.
2006-10-19 14:59
chatGPZ

Registered: Dec 2001
Posts: 11386
useless? not really =)
2006-10-19 15:04
Oswald

Registered: Apr 2002
Posts: 5094
well I havent seen a use of it other than xbow being able to display more sprites..
2006-10-19 15:07
chatGPZ

Registered: Dec 2001
Posts: 11386
well yes, its a nice trick everytime you want a spritelayer over some kind of fli routine. not terribly useful for most other stuff, ok =)
2006-10-19 15:13
Oswald

Registered: Apr 2002
Posts: 5094
ah forgot about that =)
2006-10-19 15:23
Luke

Registered: Dec 2004
Posts: 19
Is here any "sprite crunching" manual?:D
2006-10-19 16:05
WVL

Registered: Mar 2002
Posts: 902
Quote: Is here any "sprite crunching" manual?:D

Xbow once wrote a complete list of what's happening in one of his demos. I guess it's this one :

Krestage press runstop in the multiplexer part to get the list ;)
2006-10-19 16:58
Luke

Registered: Dec 2004
Posts: 19
thank you :)
2014-01-03 11:23
ready.

Registered: Feb 2003
Posts: 441
just adding one question to this thread instead of opening a new one. I am trying to do a $d017 sprite stretch, but with bad lines active. I can repeat the same sprite line only until a bad line occurs. It seems to me that in order to repeat a sprite line n-times, $d017 must be set only at a certain x position within a raster line (corresponding to an x coord near the left part of the visible screen area). So setting $d017 when no bad line occurs is feasible, but when a bad line comes, the portion of the screen where $d017 must be changed is taken by the VIC and cannot be accessed by the CPU.
So, is this feasible or shall I remove bad lines? Of course I want badline in order to keep other gfx too.
2014-01-03 13:38
Oswald

Registered: Apr 2002
Posts: 5094
I'm no expert, only thing I know you can steal back some cycles with inc / dec, try that.
 
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