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Sine sprites in the sideborder. VSP garbage and more
2018-01-22
11:35
Golara
Account closed
Registered: Jan 2018
Posts: 212
Sine sprites in the sideborder. VSP garbage and more
Hello everyone. I'm working on my first C64 demo / intro. I managed to open the sideborder at the top and obviously I immediately put some X-sinus sprites there (I'm still trying to figure out how a DYSP works, right know i have opened lines with 0 and 8 sprites). I noticed that the positioning of the sprites on the X axis is a bit weird. Position 0 is slighty on the left border, but if you want to go all the way to the left you have to use X 500 or there about. My question is, is there some sinus maker or converter that would take care of this ? (so it goes from 0 to ~500 looking like smooth movement to the left). Another question, what is the good way of handling the 9th bit of X position ? What I do is generate a 256 words sinus with values 0 to 500 and use c++ program to split that into 2 256 bytes tables like
sin_1:
1,2,3,4,5,6,7,55,33,....
sin_2:
1,0,0,0,0,1,0,0,1.... where 1 means to set the bit and 0 to not do that.
My sprite 0 is bugging out in the right most border while other sprites display just fine. Why is that ? I've read somewhere that sprite 0 is evil, but could not find any details on why.
I also do VSP by turning on the screen at the right moment together with XSCROLL for smooth scrolling. I see few pixel lines of garbage just above the image, I cover that with the illegal screen mode, disable it at line 56. Is that a good idea ? Another thing about VSP is that it seems to move the whole screen down by one char on the scrolled side (makes sence I guess, as the part of the chars that are outside of the image are displayed on the next text line). So should I copy the 25 lines of graphics in each column when scrolling for seamless scroll or do people not do that ?
Here's a picture of what it looks right know. A big mess !
(PETSCII picture by Archmage as a placeholder. I can't find any pics in binary and that was the easiest to take out of a compiled prg) Hope you have the patience to help a lamer out.
https://i.imgur.com/byWFRsH.jpg[/url]
HughJass from Poland
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2018-01-25
19:31
Mixer
Registered: Apr 2008
Posts: 452
Good work if just one week of c-64 coding!
2018-01-25
19:41
Golara
Account closed
Registered: Jan 2018
Posts: 212
Quote:
Good work if just one week of c-64 coding!
thanks, but for the record, I've read lots of stuff on the c64, I knew most of the Vic tricks already how they work in theory, but it's always super exciting when it actually works. And I know x86 assembly, so jumping to 6502 wasn't that much harder. My colleagues at work are all high level c++ python etc, they don't care or get why I like the c64 so much lel.
EDIT. Progress on the wobbly sprite logo. I think it looks very nice, still no 9th bit manipulation, 4 sprites are always on the left and 2 on the right, but it already looks much better. I have 2 sin tables for the tech-tech, I replace them with self modyfing code, incrementing the high byte of the lda $xxxx, x instruction.
EDIT2. For some reason I thought ZP indirect reading from table would be much slower, but actually is only 1 cycle more than normal indexed read, so now I just change the pointer to the table. I also figured that if I wanted to smoothly move this logo (or even a scroller) I'd need to compute a table of X cords and $d010 vales for each sprite and each line (6 sprites, 42 lines) hmmmm
2018-01-27
01:07
Golara
Account closed
Registered: Jan 2018
Posts: 212
I mamanged to squize in the d010 writes so now I have the logo swinging in both borders (although the first sprite never goes further to the left than 0). But now I have some bugs, I think it's these late d010 and X write, that wasn't visible when the logo didn't occupy that much screen. Damn man.
2018-01-27
07:50
Oswald
Registered: Apr 2002
Posts: 5094
nice progress, you got this :)
2018-01-27
13:10
Digger
Registered: Mar 2005
Posts: 437
Hujas? The bug looks like you are off with $d010 table.
2018-01-27
13:17
Golara
Account closed
Registered: Jan 2018
Posts: 212
Quote:
Hujas? The bug looks like you are off with $d010 table.
yeah it seems like it, but if I use a sinus with smaller steps there's no bug, even on the same position. Code is the same I only change the table... Oh well, I'll figure it out eventually, I'll start on some other effect. Btw. What would I have to do to consider it a crack intro ? does it have to relocatable or ?
EDIT. Hugh Jass is pronouced like Huge Ass, that's the epic joke.
EDIT2. I just fixed it, no more bugs :D
EDIT3. I've tried to expand this tech-tech into the left border, but because of this 8 pixels gap I find it impossible (no cycles left to check and do adc #8) Unless I reduce the number of sprites (6 right now.) I guess i'll leave it as is right now.
2018-01-27
23:36
Golara
Account closed
Registered: Jan 2018
Posts: 212
Alright, I'll try to make it the last picture, I want to suprice you all ;) Last couple of questions
1. Where can I find some sprite fonts ? I remember I had one from csdb (I didn't use it for C64 though) and I can not find it.... I've found lots of char fonts, but not sprite ones.
2. How to chose good colors for flashing, color bars etc. I have the worst case of coder colors, is there any guide on that ?
3. Where can I get some C64 pictures (chars or bitmap) ? Obviously there's a great selection on csdb but these are all compiled prgs. Do I have no choise but to just disassemble them ? (I did that with one petscii picture, but that was easy...)
4. About credit... Is it fine for me to use random graphics or sid or should I ask the author ? I don't intend on sending this to any compo, just to release it on csdb. Of course the credits will be in the demo
5. Greetings. As someone new who has no contacts with anyone is it fine for me to greet all the damn elite of C64 ? haha. I find it kinda silly, but I'd like to mention the groups I like, I don't know how that works....
I'm not embeding the gif cuz it's almost 10mb, so to not slow down the loading of this page, click the link bellow
(these colors, that font, it hurts!)
https://i.imgur.com/zjvrQbw.png[/url]
2018-01-28
00:27
Mixer
Registered: Apr 2008
Posts: 452
Nowadays it is simple to convert any font or other graphics from PC using Python scripts or converter applications. Ask around, perhaps some artist will do some pixeling.
2018-01-28
10:52
Golara
Account closed
Registered: Jan 2018
Posts: 212
Quote:
Nowadays it is simple to convert any font or other graphics from PC using Python scripts or converter applications. Ask around, perhaps some artist will do some pixeling.
Oh damn, why did I not think of that... Yeah, I just converted a PC font, looks very nice.
2018-01-28
11:47
Oswald
Registered: Apr 2002
Posts: 5094
btw how do you create these nice gifs?
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