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MRT Account closed
Registered: Sep 2005 Posts: 149 |
How to disable default charsets in bank 0 and 2
Is there any way to disable the default charsets in video bank 0 and 2?
A similar question would be... Are al interlaced fli images put in bank 1 and 3?
I mean... for a normal fullscreen fli image you allready need $2000 for the bitmap data and $400 * 8 = $2000 for all the fli color data. Totals $4000, which is exactly the size of one video bank.
So, if you would do this interlaced then you would need two of these video banks, because you have to switch banks every rasterline and flip banks every frame.
So, two complete video banks are needed... Isn't it possible to use... say, bank 1 and 2 ($4000-$7fff and $8000-$bfff)?
Or are all interlaced fli images put at $4000-$7fff and $c000-$ffff???
And if so... Can you still use the last two bytes (sprite pointer registers OR bitmapdata in case of fli) as IRQ vectors??
Questions, questions... so many questions, so few answers... ;-) |
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tlr
Registered: Sep 2003 Posts: 1790 |
Quote:Is there any way to disable the default charsets in video bank 0 and 2?
No, these are always seen by the VIC-chip. ($1000-$1fff and $9000-$9fff) |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
So, what you're saying is that all fullscreen interlaced fli images are at $4000-$7fff and $c000-$ffff ??? |
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QuasaR
Registered: Dec 2001 Posts: 145 |
Yep. AFAIK the VIC mirrors "his" charset always to $1000-$2000 and $9000-$a000. Use Google to find the VIC-article, there should be some better answers than mine... |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
You could always place the char at $A000-$BFFF.
Just place the colorscreens at $8000-$9FFF. ;) |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
Only the C128 in C128 mode allows to disable the ROM charsets at $1000 and $9000.
@TCH: nopes, the colorscreens at $9000 would still fetch their colors from character ROM. |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Ah,totally forgot.
I did use the $8000-$BFFF for a 3rd fli-screen in my last demo.
But that logo didn´t need the $9000,just $8000..
Me bad.. |
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Copyfault
Registered: Dec 2001 Posts: 478 |
What about this Ultimax-Mode? Somewhere I read that the VIC-II sees all RAM when the Ultimaxmode is active... are there no carts that use this feature? And _if_ this is true: is there a way to activate Ultimax per software??? |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
Quote: You could always place the char at $A000-$BFFF.
Just place the colorscreens at $8000-$9FFF. ;)
Ehrm... Oh damn... Am I this stupid..? I should quit coding this instance...
I'm going to ask this stupid question anyway...
What do you mean? Are the colorscreens unaffected by the rom charset? Why is this?
So, the VIC isn't always seeing this rom charset, but only if he's looking for pixels and not when he's looking for colors...
k, this gives better opportunities :-) Phew... |
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Oswald
Registered: Apr 2002 Posts: 5094 |
this is not possible.
if it was it would have been done already. |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Well,as Graham said,the $9000 region is still a nono for colorscreens aswell.
Guess you´d need a smart painter to solve that problem.
Only using 4 screens instead of 8.
Sorry,no easy way out.. ;) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
project one can handle such a pic, but I was too lazy to release that version so far. |
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soci
Registered: Sep 2003 Posts: 480 |
It's possible to disable the character ROM mirrors in hardware as far as I remember I've done it once for fun ;) I think you have to connect GAME and AEC signals together, so when the vic does memory access, it will turn on the ultimax mode as mentioned earlier. |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Just yesterday I made some fast hack with a RR-using the $DE00-reg one can switch to Ultimax on demand ;) To see if the VIC gets its data from RAM I pointed $D018 to $1000, so I could see the CHAR_ROM_mirror on the screen. Turning on Ultimax makes it disappear and shows the RAMcontents instead ;P
Hope I find some time today to do some quick'n'dirty FLI-routine with Ultimax switched on! If this works (it should!) we could do some quatrolace-FLI-Pics (and let our eyes bleed, yeah).
CF |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
So you did this with a software hack or a hardware hack?
And if it's a software hack...
how did you do it?
and what is "RR"??? (RetroReplay???) |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
"If this works (it should!) we could do some quatrolace-FLI-Pics (and let our eyes bleed, yeah)."
Fullscreen??? And where would you put your code then??? ;-) |
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Ninja
Registered: Jan 2002 Posts: 411 |
Morris/Agony told me about this not visible charset in Ultimax-mode some years ago. Dunno if he really used it, but as he made a bunch of interesting AR-utilities nevertheless, it might be already somewhere out there... |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
This reminds me of the old discussion about IUFLI-max (or whatever it was called) ... Anyone knows how that's going? |
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WVL
Registered: Mar 2002 Posts: 902 |
Quote: Is there any way to disable the default charsets in video bank 0 and 2?
A similar question would be... Are al interlaced fli images put in bank 1 and 3?
I mean... for a normal fullscreen fli image you allready need $2000 for the bitmap data and $400 * 8 = $2000 for all the fli color data. Totals $4000, which is exactly the size of one video bank.
So, if you would do this interlaced then you would need two of these video banks, because you have to switch banks every rasterline and flip banks every frame.
So, two complete video banks are needed... Isn't it possible to use... say, bank 1 and 2 ($4000-$7fff and $8000-$bfff)?
Or are all interlaced fli images put at $4000-$7fff and $c000-$ffff???
And if so... Can you still use the last two bytes (sprite pointer registers OR bitmapdata in case of fli) as IRQ vectors??
Questions, questions... so many questions, so few answers... ;-)
$fffe/$ffff is never displayed :)
bitmaps are only $1f40 bytes, and a colorscreen is $3e8 bytes.. |
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
:-)
Yeah I know... :-)
I was kinda hoping nobody would see it in the post as I was too late to edit the post after it occured to me.
But hey, thanx... :)
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
@WVL: $FFFE/$FFFF is displayed if you do VSP/AGSP stuff :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
@WVL: Exactly what Graham said... and what I also mentioned in my post in the timer interrupt thread. =)
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MRT Account closed
Registered: Sep 2005 Posts: 149 |
Quote: @WVL: $FFFE/$FFFF is displayed if you do VSP/AGSP stuff :)
What is VSP/AGSP stuff???
Do you mean opening the borders? That would display the $ffff byte when the VIC bank is set to 3 |
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Oswald
Registered: Apr 2002 Posts: 5094 |
$fffe also can be displayed in a sprite
just my 2 smartass cents :D |
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WVL
Registered: Mar 2002 Posts: 902 |
Quote: $fffe also can be displayed in a sprite
just my 2 smartass cents :D
to be even an übernerd smartass : $ffff can also be displayed in a sprite if you use dirty spritecrunching techniques.. yuck :)
@ graham : ofcourse I was talking about a normal FLI screen :).. tell me about all those problems with sprite-pointers showing up as colors.. blllrrr!! that's even way more horrific than $fffe/$ffff problems..
btw, you can easily-peasily solve $fffe/$ffff by using $0314/$0315 :) |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Quote: "If this works (it should!) we could do some quatrolace-FLI-Pics (and let our eyes bleed, yeah)."
Fullscreen??? And where would you put your code then??? ;-)
If we're speaking about a "normal" FLI (without any VSP/AGSP-whatsoever-action), you have $c0 bytes at the end of each bitmap - this should be enough for an FLI-routine, even if it utilizes all four banks. A little bit more complicated is to use the mem around $0000-$0200 as the stack and the data direction reg is mapped there...
But basically it works. Just set $DE00 to #$0b before the FLI starts and reset it to #$08 after it (or take care of the IRQ-vectors as set by the RetroReplay), and u can use all of the RAM for the VIC. Note that your FLI_rout must run in some mem_location < $1000, as this is the only available RAM during Ultimax. Should work on AR, too, though I didn't test it. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
mmmh that said, the compo machine on BP will have a retro replay....go and write a demo that exploits that feature :=P |
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Ninja
Registered: Jan 2002 Posts: 411 |
@smartass WVL: $3f means always end of sprite, even when sprite-crunching, no? ;) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
@ninja: if byte $3e (starting with $00) is detected on the third byte on a sprite line, then it's considered complete and will finish, otherwise it will just continue ALWAYS (cheap ass sprite multiplexing).
Perhaps it was this you meant considering you above all people should know this, considering the part in Darwin. =) |
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Ninja
Registered: Jan 2002 Posts: 411 |
The problem with extreme smartassing is that you sometimes don't see the woods because of so many trees ;)
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WVL
Registered: Mar 2002 Posts: 902 |
Quote: The problem with extreme smartassing is that you sometimes don't see the woods because of so many trees ;)
:D |