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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?
2006-12-03 02:27
Style

Registered: Jun 2004
Posts: 498
Badlines occur anywhere between raster line $30 and $f9 (from memory) where SCROLY (ie the lower 3 bits of $d011) match the lower 3 bits of $d012.

Yes, you can avoid them by never allowing SCROLY to equal the lower 3 bits of $d012. However, this will FLD the screen downwards so you wont be able to have anything on screen except sprites.

2006-12-03 09:22
Oswald

Registered: Apr 2002
Posts: 5034
I think there's no such easy solution u want to get.
2006-12-03 12:27
Ninja

Registered: Jan 2002
Posts: 408
Maybe this thread can help you, too?

Screen with no Badlines
2006-12-03 20:28
Radiant

Registered: Sep 2004
Posts: 639
You can still open the side borders on a badline, however you can't have more than 6 sprites on that line. No need to remove the badlines just to open the sideborder, unless you need those last two sprites.
2006-12-04 07:48
HCL

Registered: Feb 2003
Posts: 719
@radiantx: Hmm, here at my place 4 sprites is maximum if you want open sideborder on a normal badline.. Also you can not use *any* 4 sprites, but only the 4 lowest priority (d015 = $f0).
2006-12-04 08:53
Radiant

Registered: Sep 2004
Posts: 639
HCL: Really? I had a chat with Clarence about this some half a year ago, and IIRC he claimed six was the maximum, but I may be mixing things up. (Upd.: Most probably, as a more in-depth look at the timing charts reveal 4 is the maximum, and Clarence would know about these things.)
2006-12-04 12:22
Oswald

Registered: Apr 2002
Posts: 5034
is it so hard to admit your mistake, was it nessesary to point a finger at Clarence ?
2006-12-04 18:47
Conrad

Registered: Nov 2006
Posts: 839
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.
2006-12-04 18:50
Radiant

Registered: Sep 2004
Posts: 639
Oswald: "I may be mixing things up" + "Most probably" = point a finger at Clarence?
2006-12-04 18:53
Scout

Registered: Dec 2002
Posts: 1568
Quote: Oswald: "I may be mixing things up" + "Most probably" = point a finger at Clarence?

It's just a baaaad case of


---
8Bit Mayhem - The C64 Scenemusic Podcast
http://8bitmayhem.untergrund.net
 
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