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Trap
Registered: Jul 2010 Posts: 223 |
Limitations for sideborder sprites
Hi,
I'm doing some recreational coding and hit a small bump. Now, It's been a long time since I've done any serious sidebordercoding, but shouldn't it be possible to have 4 sprites in the sideborder while still having text (no d011 fiddling)? Right now I'm out of time for the badline so maybe it's not possible or I am not using the right sprites? (remembering there's some limitations depending on what sprites you use).
Would some kind soul enlighten me on the subject?
Thanks.
Trap |
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Mixer
Registered: Apr 2008 Posts: 452 |
yes 4 sprites ok with bl. no sprite 0 its dma fetch clashes with sb opening.
https://sh.scs-trc.net/vic/ |
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Smasher
Registered: Feb 2003 Posts: 520 |
just forget the limits, Trap! limits are there to be broken, no need to be scared.
show us you can do 8 sprites in ze border with BL and no $d011 or REU tricks!
you do that and I hang a poster of you in my room! :) |
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mankeli
Registered: Oct 2010 Posts: 146 |
Also this http://www.linusakesson.net/programming/vic-timing/victiming.pdf |
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Axis/Oxyron Account closed
Registered: Apr 2007 Posts: 91 |
Just say the magic word: Impossible! And crossbow will appear in cloud of smoke.
Ok, stop kidding. Mixer is right. You can do 4 sprites in sideborder with badlines, if you avoid sprite 0. Took me weeks of try and error to realize this back in the days. |
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Trap
Registered: Jul 2010 Posts: 223 |
Thanks guys.
Has anybody ever been able to have more than 4 sprites with BL? |
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Smasher
Registered: Feb 2003 Posts: 520 |
Limitations - Sprites in the Borders |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Quoting TrapHas anybody ever been able to have more than 4 sprites with BL? Not to my knowledge, no. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting TrapHas anybody ever been able to have more than 4 sprites with BL? Not to my knowledge, no.
If it is the finsl line of the sprites the you can do all eight! ;) |
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Compyx
Registered: Jan 2005 Posts: 631 |
Quoting JackAsserIf it is the finsl line of the sprites the you can do all eight! ;)
What is 'finsl'? First or final? I'd guess final. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting JackAsserIf it is the finsl line of the sprites the you can do all eight! ;)
What is 'finsl'? First or final? I'd guess final.
Oh! Final yes |
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Smasher
Registered: Feb 2003 Posts: 520 |
what's the final line of the sprites? the 21st pixel row? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: what's the final line of the sprites? the 21st pixel row?
Yes. My comment was just for teh trolling. |
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Smasher
Registered: Feb 2003 Posts: 520 |
yeah, my sonar warned me about the detected trolling, but nowadays with all the poop in the oneliner it's getting hard to single out serious talk from the joke. :) |
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mankeli
Registered: Oct 2010 Posts: 146 |
Can you open the left sideborder on the first screen line, even if you have all 8 sprites active? |
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Scan
Registered: Dec 2015 Posts: 111 |
I think so, yes, because the data of sprite 0,1 and 2 are fetched in the right border right before the bad line (after you done the operation of opening the sideborder), and you need to close the border after the VIC has fetching the last prite data, but you will have no time left to do anything else, not even opening the sideborder on the right of the badline. So, to my knowledge, you can open the sideborder on a badline with 8 sprites, but you'll never be able to close it again on the raster line after the badline. However, that's just what I'm thinking, but I love to be proved wrong. |
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Oswald
Registered: Apr 2002 Posts: 5094 |
close the borders ? again? |
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Smasher
Registered: Feb 2003 Posts: 520 |
that will be the ultimate challenge for 2017: close those damn borders! :) |
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Perplex
Registered: Feb 2009 Posts: 255 |
There is a trick you may need to apply to get the timing right on the badline:
sty $d016
sta $d016,x ; if x > 0, reduce the operand accordingly
sty $d016
sta $d016 |