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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
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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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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. |
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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?
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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. |
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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. |
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Zyron
Registered: Jan 2002 Posts: 2381 |
You can't cover the sideborder with sprites can you.. |
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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? |
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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. |
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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 |
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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
:) |
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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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