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Forums > C64 Coding > Working with bad lines
2006-12-02 23:35
Conrad

Registered: Nov 2006
Posts: 849
Working with bad lines

hi.

Could someone help me with how to detect the bad lines properly and how to avoid them for raster based routines such as side borders. Would adjusting $d011 at each bad line be the best way?
 
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2006-12-04 07:48
HCL

Registered: Feb 2003
Posts: 728
@radiantx: Hmm, here at my place 4 sprites is maximum if you want open sideborder on a normal badline.. Also you can not use *any* 4 sprites, but only the 4 lowest priority (d015 = $f0).
2006-12-04 08:53
Radiant

Registered: Sep 2004
Posts: 639
HCL: Really? I had a chat with Clarence about this some half a year ago, and IIRC he claimed six was the maximum, but I may be mixing things up. (Upd.: Most probably, as a more in-depth look at the timing charts reveal 4 is the maximum, and Clarence would know about these things.)
2006-12-04 12:22
Oswald

Registered: Apr 2002
Posts: 5094
is it so hard to admit your mistake, was it nessesary to point a finger at Clarence ?
2006-12-04 18:47
Conrad

Registered: Nov 2006
Posts: 849
HCL is right, you have to have the last 4 ($f0) sprites switched on for sideborder WITHOUT FLD (so you can make those nice sideborder DYCPs/pics/plasmas etc) and for side border with FLD (the 1001 crew way :) you have to have all 8 sprites switched on for it to work. I've never seen a demo with sideborder using SIX sprites before.
2006-12-04 18:50
Radiant

Registered: Sep 2004
Posts: 639
Oswald: "I may be mixing things up" + "Most probably" = point a finger at Clarence?
2006-12-04 18:53
Scout

Registered: Dec 2002
Posts: 1570
Quote: Oswald: "I may be mixing things up" + "Most probably" = point a finger at Clarence?

It's just a baaaad case of


---
8Bit Mayhem - The C64 Scenemusic Podcast
http://8bitmayhem.untergrund.net
2006-12-04 20:28
Danzig

Registered: Jun 2002
Posts: 440
@crd: not exactly true iirc... you can use any 4 sprites but NOT sprite0 (f.e. $d015=$1e). and it is NOT necessary to use all 8 sprites for "escos"-like spriteroutines but makes sense ;)

and maybe you should f.e. take a look at this:
Spritemania

count the sprites and you will get 7 :D but ofcourse this is the good old "anti-badline" trick f.e. vision/crest used for his sideborder-dycp over sideborder-logo...
2006-12-04 21:05
tlr

Registered: Sep 2003
Posts: 1790
Exilon/MDT used that trick in Bonanza aswell.
2006-12-04 21:57
Danzig

Registered: Jun 2002
Posts: 440
@tlr: not the same, this one is "just" opening the sideborder in the linecrunching-routine... it's NOT displaying any grafik in that area (bit 4,5 & 6 set in $d011)... that lc-sb-effect was done dozens of times (f.e. censor wonderland)
2006-12-04 22:06
tlr

Registered: Sep 2003
Posts: 1790
Quote: @tlr: not the same, this one is "just" opening the sideborder in the linecrunching-routine... it's NOT displaying any grafik in that area (bit 4,5 & 6 set in $d011)... that lc-sb-effect was done dozens of times (f.e. censor wonderland)

Wrong part. I mean in the one with the Tetris picture with sprite scroller over.
I think it was 7 sprites but maybe it's fewer, I don't remember exactly.

EDIT: just checked, it is 7 sprites (part 2). It has some bugs, but it is that same technique.
I guess he wanted to get it released before anyone else did it. :)
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