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Forums > C64 Coding > Howto flickerfree and moving rasterbar ?
2009-10-19 23:18
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
Howto flickerfree and moving rasterbar ?

<Post edited by moderator on 20/10-2009 01:24>

Making a perfect stable, flickerfree and moving rasterbar is harder than I thought.
Why and which changes are needed to the code below to fulfill my dream about the flickerfree rasterbar?
The code is based on http://www.ffd2.com/fridge/vic/stableraster.txt.
Acme code ready to compile:

!to "doubleirqrasterbar1.prg",cbm  

*= $0800
!byte $00,$0c,$08,$0a,$00,$9e,$33,$32,$37,$36,$38,$00,$00,$00,$00	
 
raspos    = $00
maxpos    = $7c

         *= $8000    ;Assemble to $8000       
         
         cld         ;Clear Decimal Mode
         sei         ;Disable IRQ's
         lda #$1f    ;Disable CIA IRQ's
         sta $dc0d
         sta $dd0d
 
;        lda #<nmi   ;Install NMI into
;        ldx #>nmi   ;Hardware NMI and
;        sta $fffa   ;RESET Vectors
;        sta $fffc
;        stx $fffb
;        stx $fffd
 
         lda #<irq1  ;Install RASTER IRQ
         ldx #>irq1  ;into Hardware
         sta $0314   ;Interrupt Vector
         stx $0315
 
;        lda #$35    ;Set MMU to RAM at
;        ldx #$ff    ;$a000-$bfff and
;        sta $01     ;$e000-$ffff
;        txs         ;Clear the STACK
 
         lda #$01    ;Enable RASTER IRQ
         ldx #$1b    ;High bit of RASTER
         ldy #$34    ;compare register
         sta $d01a   ;and RASTER IRQ to
         stx $d011   ;line $34
         sty $d012
                     ;NOTE double IRQ
                     ;cannot be on or
                     ;around a BAD LINE!
                     ;(Fast Line)
 
         lda #$0e    ;Set Background
         ldx #$06    ;and Border colors
         ldy #$00    ;to default and
         sta $d020   ;turn off sprites
         stx $d021
         sty $d015
 
         jsr clrscreen
         jsr clrcolor
;        jsr printtext
 
         asl $d019   ;Ack any previous
         lda $dc0d   ;IRQ's
         lda $dd0d
 
         cli         ;Renable IRQ's
 
         jmp *       ;Endless Loop
 
 
irq1
         sta reseta1 ;Preserve A,X and Y
         stx resetx1 ;Registers
         sty resety1 ;VIA self modifying
                     ;code
                     ;(Faster than the
                     ;STACK is!)
 
         lda #<irq2  ;Set IRQ Vector
         ldx #>irq2  ;to point to the
         ldy #$35    ;next part of the
         sta $0314   ;Stable IRQ
         stx $0315   ;ON NEXT LINE!
         sty $d012
         asl $d019   ;Ack RASTER IRQ
         tsx         ;We want the IRQ
         cli         ;To return to our
         nop         ;endless loop
         nop         ;NOT THE END OF
         nop         ;THIS IRQ!
         nop
         nop         ;Execute nop's
         nop         ;until next RASTER
         nop         ;IRQ Triggers
         nop
         nop         ;2 cycles per
         nop         ;instruction so
         nop         ;we will be within
         nop         ;1 cycle of RASTER
         nop         ;Register change
 
;        nop  ;<--- remove 1 NOP for PAL

irq2
         txs         ;Restore STACK
                     ;Pointer
         ldx #$08    ;Wait exactly 1
         dex         ;lines worth of
         bne *-1     ;cycles for compare
         bit $ea     ;Minus compare
         nop         ;cycles
 
;        nop  ;<--- remove 1 NOP for PAL
 
         lda #$35    ;RASTER change yet?
         cmp $d012
         beq start   ;If no waste 1 more
                     ;cycle
start

         ldx raspos
         cpx #maxpos   
         beq setrastup
         inx
         stx raspos
         cpx #maxpos   
         bne rasterbarctrl

setrastup     
         ldx #$00
         stx raspos        ;Reset raster positon to 
                           ;zero if maximum has been reached.     

rasterbarctrl
         ldx raspos
         ldy rastmov,x    ;Wait for rasterline $3D-$96 at $D012 
wait     cpy $d012 
         bne wait 
        
                              ;rasterbar
         ldx #$00 
copy11   ldy rastime,x       
         dey                    
         bne *-1 
         lda coloursr,x       
         sta $d020 
         sta $d021 
         inx 
         cpx #$10
         bne copy11


         lda #<irq3  ;Set IRQ to point
         ldx #>irq3  ;to subsequent IRQ
         ldy #$b8    ;at line $68
         sta $0314
         stx $0315
         sty $d012
         asl $d019   ;Ack RASTER IRQ
 
         lda #$00    ;Reload A,X,and Y
reseta1  = *-1       ;registers
         ldx #$00
resetx1  = *-1
         ldy #$00
resety1  = *-1
 
;        rti         ;Return from IRQ
         jmp $ea31
irq3
         sta reseta2 ;Preserve A,X,and Y
         stx resetx2 ;Registers
         sty resety2
 
         ldx #$0a    ;Waste some more
         dex         ;time so effect
         bne *-1     ;can be seen
         nop
 
;        lda #$0e    ;More colors
;        ldx #$06
;	 nop:nop 
;        sta $d021   ;Cool! subsequent
;        stx $d021   ;IRQ's are also
                     ;stable :-)
                     ;Unless you are
                     ;running realtime
                     ;code :-)
 
         ldy #$18    ;Waste time so this
         dey         ;IRQ does not try
         bne *-1     ;to reoccur on the
                     ;same line!
 
         lda #<irq1  ;Reset Vectors to
         ldx #>irq1  ;first IRQ again
         ldy #$34    ;at line $34
         sta $0314
         stx $0315
         sty $d012
         asl $d019   ;Ack RASTER IRQ
 
         lda #$00    ;Reload A,X,and Y
reseta2  = *-1       ;registers
         ldx #$00
resetx2  = *-1
         ldy #$00
resety2  = *-1
 
;        rti         ;Return from IRQ
         jmp $ea81 
                     ;Pound RESTORE to
                     ;get back to Turbo
nmi
         asl $d019   ;Ack all IRQ's
         lda $dc0d
         lda $dd0d
         lda #$81    ;reset CIA 1 IRQ
         ldx #$00    ;remove raster IRQ
         ldy #$37    ;reset MMU to roms
         sta $dc0d
         stx $d01a
         sty $01
         ldx #$ff    ;clear the stack
         txs
         cli         ;reenable IRQ's
         jmp $9000   ;back to Turbo
 
clrscreen
         lda #$20    ;Clear the screen
         ldx #$00
clrscr   sta $0400,x
         sta $0500,x
         sta $0600,x
         sta $0700,x
         dex
         bne clrscr
         rts
clrcolor
         lda #$03    ;Clear color memory
         ldx #$00
clrcol   sta $d800,x
         sta $d900,x
         sta $da00,x
         sta $db00,x
         dex
         bne clrcol
         rts
 
printtext
         lda #$16    ;C-set = lower case
         sta $d018
 
         ldx #$00
moretext lda text1,x
 
         bpl lower   ;upper case ?
         eor #$80    ;yes
 
         bne lower+2
 
lower    and #$3f    ;lower case
         sta $0450,x
         inx
         cpx #$78
         bne moretext
exit     rts
 
text1
         !scr "Stable Raster IRQ sourc"
         !scr "e (PAL/NTSC)     "
         !scr "All Code by Fungus 1996"
         !scr "                 "
         !scr "Feel free to use and mo"
         !scr "dify this code :)"
 


;------------------------------------------------------------------------------- -
;raster data
;------------------------------------------------------------------------------- -

rastime      
             !byte $08,$08,$08,$08,$08,$08,$08,$01
             !byte $08,$08,$08,$08,$08,$08,$08,$01

coloursr     
             !byte $0b,$0b,$0c,$0c,$0f,$0f,$0d,$0d
             !byte $0d,$0f,$0f,$0c,$0c,$0b,$0b,$00


rastmov      
             !byte $3D,$3D,$3E,$3E,$3F,$3F,$40,$40,$41,$42,$43,$44,$45,$46,$47,$48
             !byte $49,$4A,$4C,$4E,$50,$52,$54,$56,$58,$5A,$5C,$5E,$60,$62,$64,$66
             !byte $68,$6A,$6C,$6E,$70,$72,$74,$76,$78,$7A,$7C,$7E,$80,$82,$84,$86
             !byte $88,$8A,$8C,$8E,$8F,$90,$91,$92,$93,$94,$94,$95,$95,$96,$96,$95
             !byte $95,$94,$94,$93,$93,$92,$91,$90,$8F,$8E,$8D,$8D,$8B,$89,$87,$85
             !byte $83,$81,$7F,$7D,$7B,$79,$77,$75,$73,$71,$6F,$6D,$6B,$69,$67,$65
             !byte $63,$61,$5F,$5D,$5B,$59,$57,$55,$53,$51,$4F,$4D,$4B,$49,$48,$47
             !byte $46,$45,$44,$43,$42,$41,$40,$40,$3F,$3F,$3E,$3E



2009-10-20 04:10
chatGPZ

Registered: Dec 2001
Posts: 11386
the "trick" is how you move the rasterbar. the basic idea is, unless you really know what you are doing (and why), then do NOT ever alter the position where the raster irq is triggered (ie, $d012). first make the basic routine stable (that should be easy enough with the example code you got there), then add simple rasterbars to it (which then should be stable and flickerfree). now to move stuff around, simply alter the table where the colors are taken from. (think of more advanced stuff like a dozen bars jumping up and down-how would you do that by altering $d012 in the first place... the table thing comes into mind again :))
2009-10-20 06:05
Marauder/GSS
Account closed

Registered: Jul 2006
Posts: 224
if you want to move your *whole* color-bar/table up and down, then you could make your color-table bigger and just increase/decrease the pointer/start-positon where you're reading your colors from (-> lda coloursr,x)...
that way you don't have to alter the whole table and save some time... however works only if you don't want to have different color-bars jumping around...
2009-10-20 07:24
MagerValp

Registered: Dec 2001
Posts: 1078
The stable raster code that you started with (from the fridge) is timed for the hardware IRQ vector at $fffe, and you've changed the code to use the kernal IRQ vector at $0314. This fucks up the timing beyond repair. As others here not, you also can't move rastercode with $d012, as that also changes the timing.
2009-10-20 07:25
Skate

Registered: Jul 2003
Posts: 494
I agree with the guys above. Additionally moving $d012 is not that bad idea. But instead of self modifying code, I advice you to use zero page addresses holding raster positions.

Instead of

ldy #$34
sty $d012
...
...
...
ldy #$35
sty $d012

use

lda #$34
sta $a0 ; any available zeropage address is ok

ldy $a0
sty $d012
...
...
...
ldy $a0
iny
sty $d012

you should take care of cycle changes, adding removing some NOPs and BITs should be enough. After that to move the raster position just increase/decrease zeropage address ($a0 in this case) at the end of the frame.
2009-10-20 07:54
enthusi

Registered: May 2004
Posts: 677
you can switch off the screen (aka no badlines), then use stable raster and change $d012 but you probably dont want it this way.
2009-10-20 08:43
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
Thanks for quick response !

Anyone that could rework the code and be the first to publish a fully stable and flicker free moving rasterbar routine ?

2009-10-20 11:40
MagerValp

Registered: Dec 2001
Posts: 1078
No. We also won't do your homework, walk your dog, or call your grandma on her birthday.
2009-10-20 11:51
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
MagerValp, the time has come for someone to finally
publish a stable, flickerfree moving rasterbar routine.
The demand for one is out there ;-)
This is what´s missing on the Internet and on the CSDB forum.
2009-10-20 12:09
Moloch

Registered: Jan 2002
Posts: 2928
8bitforever - and you can be the one to do it! Do some studying and trial and error and be the first!

;)
2009-10-20 12:12
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Do a raster at line $xx, and then do this:

ldx #4 ;adjust this to remove flicker
.dex
bne .

ldx #0
..lda color,x
sta $d020
sta $d021
ldy timer,x
.dey
bne .
inx
bne ..


have it running in a monitor, and adjust the timer table to remove flicker.
 
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