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Forums > C64 Coding > Bitmapped graphics tinkering
2012-05-23 13:37
Taskmaster
Account closed

Registered: May 2012
Posts: 12
Bitmapped graphics tinkering


I got my basic double buffer bitmap drawing routine working. Basically. It has some nasty flicker at the top because I haven't figured out the timing yet and something is happening in the wrong order.

BUT ... the victory here is that it actually functions on SOME level and that was my goal for now. :)

http://dl.dropbox.com/u/161473/C64/DoubleBuffer_A.avi

Next up : flicker elimination and rendering optimizations so I can get more happening on the screen than a single shape.
2012-05-23 16:34
Digger

Registered: Mar 2005
Posts: 437
Hmmm, so much rastertime to draw one bob? Something's not right here ;-)
2012-05-23 16:51
Taskmaster
Account closed

Registered: May 2012
Posts: 12
Oh, my code is terrible, no doubt. :) Part of the fun will be figuring out how to optimize it.
2012-05-23 21:21
PopMilo

Registered: Mar 2004
Posts: 146
Keep trying ;)
Soft sprites are one of rarely seen things on C64...

Nice music btw :)
2012-05-24 10:13
JAC

Registered: Aug 2002
Posts: 57
Regarding flickering I am fairly sure from the video that you show the buffer which is currently drawn to and not the previous one.
2012-05-24 10:20
Oswald

Registered: Apr 2002
Posts: 5094
best optimization would be to use the HW sprites aswell if possible. Try to peek into demo/game code on how to do fast SF ones. (tower power/camelot, access denied/reflex,arcanum/xenon pops to my mind).
2012-05-24 13:18
Taskmaster
Account closed

Registered: May 2012
Posts: 12
JAC

Holy hell, you're right. I also figured out why my clearing code isn't working ... it's using the data it gathered from the wrong frame.

Blargh!

Anyway, this is all fixable. Looking forward to the long weekend so I can get some decent coding time in. :)
2012-05-24 16:04
Peiselulli

Registered: Oct 2006
Posts: 81
Minestorm uses softsprites, if it runs out of hardware sprites ...


2012-05-25 10:48
Stone

Registered: Oct 2006
Posts: 172
I don't know what you're working on, but if you're doing a game I would suggest you have a look at the EasyFlash format. It's incredibly easy to develop for (emulated in VICE and 1541U-II) and since you have a whole megabyte at your disposal, there is so much territory to explore when it comes to pre-generated tables and speedcode and many other cool tricks.
2012-05-25 11:05
Skate

Registered: Jul 2003
Posts: 494
@Stein: are you an Atari scene spy or what? (usually Atari sceners support extended hardware usage y'know) :)

yes, EasyFlash is great, but don't you think it is a little bit misleading for beginners? let them learn the c64 way first. EasyFlash can be the next step if they like.
2012-05-25 11:58
Stone

Registered: Oct 2006
Posts: 172
Haha no I'm not a spy and I wouldn't normally suggest using extension hardware, but I think these days there are so many 1541U-IIs about that it makes sense, especially if you're doing a game. It's not much different from developing a "normal" cart, and they have been around since day 1, so I don't think it is "misleading for beginners" as you say.
 
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