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 > Sprite multiplexing, when is it save to edit the values?
2007-01-24 14:09
Bastet

Registered: Jul 2005
Posts: 88
Sprite multiplexing, when is it save to edit the values?

I have a little question to the pros here, when is it save to edit the sprite data so that the first one dosnt get corrupted?
Do i have to wait the full 21 lines of the sprite or can i savely edit it somewhere in betwhen there?
2007-01-24 14:35
Conrad

Registered: Nov 2006
Posts: 849
If you mean by changing the sprite image, then yes you will have to change the sprite after 21 lines. The best time to change it is when the cycle/raster position line is positioned just after the full sprite drawn (at the bottom of the sprite in other words.) Or, when the cycle position is around the border area, that'll be the best time to change it - that applies especially if the sprite is horizontally moving as well.
2007-01-24 14:39
Bastet

Registered: Jul 2005
Posts: 88
Ok, thanks.
I thought the VIC has some kind of puffer for the sprite data, but after your post i must kill that dream ;)
2007-01-24 14:52
Conrad

Registered: Nov 2006
Posts: 849
Again, this only applies for 1 sprite usually.
Having 8 sprites on the same row would be more work of course :)
2007-01-24 15:00
cadaver

Registered: Feb 2002
Posts: 1160
If you are only interested in changing the shape (framepointer) you can use a trick Usagi Yojimbo & Double Dragon 3 (possibly others) use: have a half-shape that has the new upper part but old lower part. Then changing the framepointer isn't timecritical anymore, but there's added memory use and added trouble of changing to the real new shape after the new sprite has started displaying.
2007-01-24 15:20
WVL

Registered: Mar 2002
Posts: 902
Quote: If you are only interested in changing the shape (framepointer) you can use a trick Usagi Yojimbo & Double Dragon 3 (possibly others) use: have a half-shape that has the new upper part but old lower part. Then changing the framepointer isn't timecritical anymore, but there's added memory use and added trouble of changing to the real new shape after the new sprite has started displaying.

I use this technique a lot too :) Makes life easy :D
2007-01-24 21:51
hollowman

Registered: Dec 2001
Posts: 474
Quote: Again, this only applies for 1 sprite usually.
Having 8 sprites on the same row would be more work of course :)


One solution that might work depending on what you're doing is to have two screens and alternate between setting the spritepointers in them, and then only switching d018 at the right moment to change all sprite data
2007-01-24 21:56
Conrad

Registered: Nov 2006
Posts: 849
Quote: One solution that might work depending on what you're doing is to have two screens and alternate between setting the spritepointers in them, and then only switching d018 at the right moment to change all sprite data

That's quite a good and easy way actually! :)
I never thought of that.
2007-01-24 23:43
Bastet

Registered: Jul 2005
Posts: 88
I thought so that double puffering will make my life a lot easier.
I dint wanted to take that route because of the memory constrains but i will investigate that :)
2007-01-24 23:50
Devia

Registered: Oct 2004
Posts: 401
what hollowman said... especially if doing no-border stuff at the same time ;-)
It gives you the convenience of updating pointers and data when YOU have the time for it.. depending on what you want to achieve of course ;-)
2007-01-25 09:03
Radiant

Registered: Sep 2004
Posts: 639
So simple, yet so elegant. Thanks hollowman! :-)
 
... 15 posts hidden. Click here to view all posts....
 
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
morphfrog
Fred/Channel 4
algorithm
JEZ
rambo/Therapy/ Resou..
kbs/Pht/Lxt
Impetigo/Crescent
Krill/Plush
Guests online: 266
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 Censor Design  (9.3)
5 Triad  (9.3)
Top Logo Graphicians
1 t0m3000  (10)
2 Sander  (9.8)
3 Mermaid  (9.5)
4 Facet  (9.4)
5 Shine  (9.4)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.039 sec.