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Forums > C64 Coding > Blog: All Border Double DYPP
2022-03-15 13:38
Raistlin

Registered: Mar 2007
Posts: 680
Blog: All Border Double DYPP

So.. a few people had asked me about how I created certain effects.. I love blogging about code (I do this for my game-dev work, for example, and have done on-and-off for 10 years)... so...

https://c64demo.com/?p=19

The website needs a LOT of work, I know .. but for now it gives me a sandbed to upload these texts to.

Please let me know if you spot any mistakes, if you think I've overlooked explaining anything important, if you think I'm stupid and missed some obvious optimisation, etc...

Cheers!
 
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2022-03-19 08:39
Raistlin

Registered: Mar 2007
Posts: 680
Interesting .. I never played Enigma Force - but remember Shadowfire that came before it. It used sprite interleave?? Just looking at screenshots, i wonted how and why - I will check it out sometime!
2022-03-20 09:28
ChristopherJam

Registered: Aug 2004
Posts: 1409
Hey, thanks for this, it was an interesting read. I've been meaning to write a cycle-interleaving code generator myself, but thus far have just been fitting code fragments in around memory requirements rather than cycle times.

Does your code generator have to deal with any issues around write cycles being absorbed by the first few sprite DMA cycles?
2022-03-20 10:04
Raistlin

Registered: Mar 2007
Posts: 680
Yeah, it deals with that - but in a hard-coded way normally. I’ve been slowly adapting the code over time … I’m also not great at C++ despite having a career in it - so my code is very messy… not something that I think I could share - and not worth sharing, to be honest.
2022-03-20 10:06
Raistlin

Registered: Mar 2007
Posts: 680
I did another blog post, by the way.. this time on DXYCP… I don’t want to spam CSDb every time I write a blog - so I’ll post here: https://c64demo.com/?p=156
2022-03-20 15:33
Mixer

Registered: Apr 2008
Posts: 452
Great write ups! Looking forward to the next one.
2022-03-20 15:49
Burglar

Registered: Dec 2004
Posts: 1101
about this "Raistlin Code Generator", I'm assuming this generates unrolled code, not a codegen on c64-side, right?
isn't that expensive in terms of loading/decrunching time?
2022-03-20 16:23
Raistlin

Registered: Mar 2007
Posts: 680
Quote: about this "Raistlin Code Generator", I'm assuming this generates unrolled code, not a codegen on c64-side, right?
isn't that expensive in terms of loading/decrunching time?


Yep, it generates full unrolled code. With modern IRQ loaders, like Sparkle and Spindle, it doesn’t noticeably slow things - just load the code in the background of a simpler part if that’s necessary. We do that throughout our demos and that’s part of the art nowadays.
2022-03-20 16:27
Krill

Registered: Apr 2002
Posts: 2980
Now that explains those three-disk-sided demos. =)
2022-03-20 17:01
chatGPZ

Registered: Dec 2001
Posts: 11386
Damn i did a lot of "convert unrolled shite to codegens" for previous demos - that was wrong?
2022-03-20 17:01
Raistlin

Registered: Mar 2007
Posts: 680
Quote: Now that explains those three-disk-sided demos. =)

Hah, I can’t argue with that. It’s a very different way of making demos to the single-file amazeballs demos, sure.. but hopefully there’s room for both in the scene ;-)
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