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Forums > C64 Coding > Holy Grails
2018-03-18 10:10
Krill

Registered: Apr 2002
Posts: 2854
Holy Grails

I've been wondering about them, with some having been finally discovered, others not yet, and some probably going to remain in the realm of the impossible forever.

I'm speaking of things like:
- 320x200x16 graphics without restrictions
- Crash-free all-direction hardware scrolling
- Digi replay of 8-bit samples at one register write per sample and without requiring cycle accuracy

on standard vanilla hardware, of course.

Some examples of discovered grails are:
- Cube rotating at 50 fps about 3 axes
- The 9th sprite (with some restrictions)
- On-the-fly standard GCR block read+decode+checksumming

As for definition, they all satisfy some measure of being perfect or optimal or being possible after all, with no further improvements required, possible or necessary. But i'm not so sure if that definition holds water with regard to some of the examples i listed. :D

The question is, what other Holy Grails are there, already discovered or still elusive?
What are your pet grails you've been chasing after for decades or have found eventually? :)
 
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2018-03-24 20:30
Rastah Bar

Registered: Oct 2012
Posts: 336
Yes, or for the fun of it.
2018-03-24 20:31
Peacemaker

Registered: Sep 2004
Posts: 243
reminds me of using the colorram for code /o\
=)
2018-03-24 21:31
Oswald

Registered: Apr 2002
Posts: 5028
Quote: Cool stuff. But what I was thinking of: suppose you have some runnable code in memory and you point screen memory, character memory, or sprite pointers to it, that it then actually shows a nice pattern or image instead of something unrecognizable. In other words: the numbers in memory are code and graphics at the same time.

the 2 color hires image, extending to top/bottom border in risen from oblivion is exactly that :)
2018-03-25 08:58
Rastah Bar

Registered: Oct 2012
Posts: 336
Awesome! We all have ideas like this, but actually pulling it off is brilliant!
2018-03-25 09:04
Oswald

Registered: Apr 2002
Posts: 5028
its a bit cheating. using c128 2mhz mode, vicII will read what cpu has read in every 2nd cycle so code is just lda #gfxbyte lda #gfxbyte..
2018-03-25 09:43
Copyfault

Registered: Dec 2001
Posts: 467
Quote: its a bit cheating. using c128 2mhz mode, vicII will read what cpu has read in every 2nd cycle so code is just lda #gfxbyte lda #gfxbyte..

Now this truly qualifies for a holy grail: doing that awesome code2gfx-mode on c64 vanilla platform:)

Another one would be

- finding a use for the D016-Resetbit (D016.Bit5)
2018-03-25 09:58
oziphantom

Registered: Oct 2014
Posts: 480
Quoting Oswald
its a bit cheating. using c128 2mhz mode, vicII will read what cpu has read in every 2nd cycle so code is just lda #gfxbyte lda #gfxbyte..


Yeah the trick is working out if you are on a Phi 1 or 2 cycle ;) I think the Oblivion demo already does it though..
2018-03-25 14:26
chatGPZ

Registered: Dec 2001
Posts: 11148
Quote:
finding a use for the D016-Resetbit (D016.Bit5)

that doesnt have any effect, except on the VIC used in very early MAX machines iirc
2018-03-25 16:00
Copyfault

Registered: Dec 2001
Posts: 467
Groepaz: maybe there's that specific cycle where *teh* magic happens when clearing and resetting the reset bit - probability is for sure close to 0, but nobody did ever test through all vic-relevant cycles I guess ;)
2018-03-25 16:44
chatGPZ

Registered: Dec 2001
Posts: 11148
find it out :)
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