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Forums > CSDb Discussions > VIC-II effect history
2005-01-14 19:57
Rost

Registered: Oct 2004
Posts: 22
VIC-II effect history

Hi all,

i have some questions about the VIC-II hardware effects history. I want
to know when and in which demo the effect was made first and who was it.
so i want to talk about real VIC-II discoveries and not coding algorithm like
interlace effects or DYCP or something like that.

Most of the data i got from CSDB. Here is a list.

effect date who demo
-------------------------------------------------------------------------------- -
border top&bottom : 11.10.1985 Flash of FCG Intro
- info from www.radwar.com. So it was not Sodan who discovered this first.

sideborder : early 1986 TSI of 1001 Border Letter I
- it was before Border letter II and this was 7.5.86

FLD : 1986/1987? Thomas Larsen Vikings Intro
FLD : 23.12.1986 Kaze / TST Ace of Diamonds
GOOD FLD : 14.08.1987 White/ The Judges Think Twice I
- Did anyone know the date when the game the Vikings was published and who is
thomas larsen? And was it earlier than the version from Kaze. And can we count
the effect from Kaze as a real FLD ?

sideborder with text : 23.01.1988 White/ The Judges Think Twice V
- did it anyone earlier?

DMA delay : xx.xx.1988 ASP / Blackmail So-Phisticated 1
- did anyone knows the exact date?

stretch with D011 : 01.10.1988 BitBuster / Rawhead Partysqeezer
- i don't know the name of this effect.

LineCrunch : xx.11.1988 Exilon / MDT/Horizon Bonanza
- the best effect ever in my opinion.

(pre) FLI : xx.01.1989 Solomon / BeyondForce Charlatan
- there are only 37 'rastersplits' to see, but its the same effect like FLI.

FLI : xx.xx.1989 ASP / BlackMail So-Phisticated 3
- and again no date.


what about sprite stretching? who was the first?

i thing after this time any other effect was a combination of this effects. Is
this correct?

ROST
 
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2005-01-17 22:11
Rost

Registered: Oct 2004
Posts: 22
@Graham:
yes, stable IRQs were always a problem in the 80's , but i would count it because of the badline timing. But finaly it is a timing improvement. the $D016 trick is the same. there is no other way to open the sideborder.
and do you realy want to count every 7,8,9 rastersplit demo from the 80's and $D020 scroller? then we get a very big list :)

@Hoogo: sorry, you are right. ok, this is the first demo with 7 sideborder sprites and graphic. from now we count everything ;-)

@Copyfault:
"vic_trick = by vic_regs + rasterline and cycle_number where the write access has to occur."
very good description. We can make a list like this:
Chapter 1: first invented VIC-II trick (see the law above)
Chapter 2: improved tricks from Chapter 1.
Chapter 3: incredible Timings (e.g. 6 sprites with FLI) ;)

i would say sprite crunching is a chapter 1 trick.
But i'am still searching for the first sprite stretcher :-(
2005-01-19 09:06
Graham
Account closed

Registered: Dec 2002
Posts: 990
and your list will be very short if you ignore 99.9% of all vic effects. perhaps 5 or 6 entries only.

my opinion is that "vic effects" is a bit more abstract than just the physical layer in the vic. it's about making things possible with a c64 by using the vic's capabilities. this also means a certain memory layout and wicked $D018/$DD00 accesses to feed the vic with data in a certain way or some programming tricks involved to be able to actually DO the register accesses you have to do.
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