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Forums > C64 Coding > D011 scrolling
2004-06-08 00:17
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
D011 scrolling

Hi,

What is the best rasterline to flip the D011, when
scrolling the screen ?

No FLD!

Plain old scrolling ?

I have timing error, so the text jumps a bit.
Scroll the colorram too in same scan, takes a lot
of time..

Thanks for ANY help!!
 
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2004-07-02 07:42
AmiDog

Registered: Mar 2003
Posts: 97
The source is a bit long... 16kb actually. But you can get it here:

http://user.tninet.se/~cqj150m/vsp.s

But remember a few things. The sources should be assembled with tass, has very few comments, has only been tested on PAL VICE, has not been optimized at all and doesn't handle smooth scrolling (well, there's some code in there you can enable, but it doesn't set things up properly so you never see the first column etc.).

Also, I'm not very good at 6502 asm so some things are probably done in a far from optimal way. And I've borrowed the stable raster routine from... The Fridge I think it was...
2004-07-02 09:30
Dane

Registered: May 2002
Posts: 423
VSP is fun indeed - did my first ever in Game Over, where the last picture of the exlosion is 48x24 chars in FLI. And yes, I'd say that is solved in a rather spiffy way. Bankswitching halfway through the vsp.

Only prob is d800 has to be copied, but then again we're only talking about 24 bytes or so.

I'm sure others have done even neater tricks, but this was just my way of not having to copy lots of graphics to both bitmap, screens and colram.
2004-07-02 11:44
bOOZElEE

Registered: Dec 2002
Posts: 35
@amidog
hope you wont mind about my mail...
next time i read everything twice or even thrice to make sure who wants da stuff ;)
2004-07-03 15:20
AmiDog

Registered: Mar 2003
Posts: 97
@bOOZElEE

Well, I just noticed that the email address I've got registered here is long gone, so I didn't get any email anyway...
2004-07-04 05:34
Stingray
Account closed

Registered: Feb 2003
Posts: 117
Thanks AmiDog. 16k, alright so posting it on the forum was a bit out of the question.
2004-07-08 05:51
AmiDog

Registered: Mar 2003
Posts: 97
I've spent some more time on the VSP routine, you can get it here:

http://user.tninet.se/~cqj150m/vsp.zip

This have changed:

1. Added smoothscrolling.
2. Joystick controlled scrolling.
3. Lores multicolor bitmap scrolling including color-ram.
4. Requires 64tass to compile now (uses macros and such).

Basically, I've converted a 1024x192 bitmap (part of a wallpaper with the famous swedish moose Hälge) to C64 lores using Paint Shop Pro and the ConGo Photoshop plugins. I then used a small piece of code to convert the resulting bmp bitmap to something more C64 friendly.

With VICE, you should be able to just autostart the VSP.P00 file and it should load the graphics and VSP routine and start it.

This is the memory layout of the 1024x192 image (just consider it to be an normal C64 lores bitmap, just a little wider and not as tall):

$6400 - $C3FF bitmap
$C400 - $CFFF screen ram
$E000 - $EBFF color ram
2004-07-08 06:31
AmiDog

Registered: Mar 2003
Posts: 97
A small update with a new image (made of 3 intro screens from three great C64 games), back/border colors are now stored in the image files and debuging (border color changes) is disabled. Get it here:

http://user.tninet.se/~cqj150m/vsp1.zip

Addition to the memory layout:

$EC00 background
$EC01 border
2004-07-09 00:40
Stingray
Account closed

Registered: Feb 2003
Posts: 117
Coming soon VSP mega demo by AmiDog, well if you keep going at this rate :)
2004-07-09 08:46
AmiDog

Registered: Mar 2003
Posts: 97
LOL! :) Well, I just moved the second bitmap to the very end of the RAM and fiddled with $01 to access the RAM below the IO area at $d000. So now I've got no less than 39KB ($4000-$dc00) for the image, or 1664x192 pixels if using just 2 colors (like a dithered b&w image). Working nicely :)

I guess one would have to play with some kind of realtime decompression or something to be able to use a larger image. (Or use a SCPU/REU, but that's cheating.)
2004-07-09 10:01
bOOZElEE

Registered: Dec 2002
Posts: 35
why is realtime decompression considered as cheating?
its nothing else than converting your more memory friendly picture data to a vic usable format.
or is there some point ive missed?
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