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Forums > C64 Coding > Screen limits
2005-10-26 07:50
HCL

Registered: Feb 2003
Posts: 727
Screen limits

Once when i got myself a C= monitor, I made some tests to see what the actual limits were. Keeping in mind all the bugs i left in Royal Arte, after this i would never have to leave any visual bugs because of not seing them.

But now in EMU-age, the same horrible bugs appear again in many demos. Vice only shows 272 x 384 pixels, and people appearantly start to think that's the way to go. And it suxx big time!

So when i found my old screen tests yesterday, i thought maybe i should put this up here. I also had some info about sprite-limits in the borders. Let's get started.


Screen limits
-------------
Vertically:
First visible line: 8 (d012 = 8)
Last visible line: 12b (d012 = 2b)
That makes 292 visible lines totally.

Transfered to sprite positions we get..
spt-pos 12a: one line visible in lower border.
spt-pos 12b: one line visible in upper border.

Horizontally:
Left border: 48 visible pixels (6 chars).
Right border: 36 visible pixels (4.5 chars).
That makes 404 pixels, right.

Sprite bugs in left border:
All sprites invisible at positions 1f8-1ff.
spt7 invisible at pos <= 1ce.
spt8 invisivle at pos <= 1ee.

Sprite bugs in right border:
spt1 stretch bug at pos >= 14b.
spt2 stretch bug at pos >= 15b.
Bug above first line at pos => 163: spt 3,4,5.
Bug on last line at pos => 164: spt 3,4,5.


Ok. I think that's all. Does anyone have other specs? Please don't post if you have a lowsy TV-set, they always sukk. Did i get those sprite-bugs correctly? Sounds totally wierd :). And finally: DON'T RELEASE before you checked your demo against this spec >:E.
 
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2005-11-27 14:57
WVL

Registered: Mar 2002
Posts: 891
Quote: WVL: Are you really sure that $12C is inclusive? I assume that the VIC requests a vertical retrace at that line, and it wouldn't make sense to me, if a CRT would delay this for another rasterline.

Side note: It seems that I can see 37 pixels in the right border, can anyone confirm this?


well, i'm getting the $12c from the code i wrote for that. But I can't be 100% sure... it _might_ be $12b also :).. for sakes I'll just use $12c to be safe.
2006-03-10 06:47
JackAsser

Registered: Jun 2002
Posts: 2014
"Horizontally:
Left border: 48 visible pixels (6 chars).
Right border: 36 visible pixels (4.5 chars)."

So, basically two expanded sprites, one on each side, is enough to cover the side border? 100% sure?
2006-03-10 08:08
The Phantom

Registered: Jan 2004
Posts: 360
Quote: "Horizontally:
Left border: 48 visible pixels (6 chars).
Right border: 36 visible pixels (4.5 chars)."

So, basically two expanded sprites, one on each side, is enough to cover the side border? 100% sure?


Yes. It's more than enough.
2006-03-10 09:48
Krill

Registered: Apr 2002
Posts: 2953
It's enough if you don't need to scroll the 320 pixels window horizontally, and the sprites with it. Then you get a 1-8 pixels wide gap on the left side.
2006-03-10 10:27
Zyron

Registered: Jan 2002
Posts: 2381
You can't cover the sideborder with sprites can you..
2006-03-10 11:33
JackAsser

Registered: Jun 2002
Posts: 2014
@zyron: hehe, stricktly no, since I've opened the sideborder. :D I should rephrase it: Is one expanded sprite on each side enough to fully recreate the sideborder without anyone noticing it?
2006-03-10 11:53
HCL

Registered: Feb 2003
Posts: 727
..so that you can improve your screen-fader from P.R? ;) Yes, it's enough with one expanded sprite.
2006-03-10 14:39
JackAsser

Registered: Jun 2002
Posts: 2014
@HCL: Hehe, kind of... not for an intro though, but for a transition. I don't wanna do the same mistake twice... :D
2006-03-10 17:21
MagerValp

Registered: Dec 2001
Posts: 1074
Quote: It's enough if you don't need to scroll the 320 pixels window horizontally, and the sprites with it. Then you get a 1-8 pixels wide gap on the left side.

ROL
ROL
ROL
ROL
ROL
ROL

:)
2006-03-10 18:04
Krill

Registered: Apr 2002
Posts: 2953
If you open the sideborders in hires bitmap mode, they have the colour of the cells's background colours in column 39. This might enable you to save sprites.
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