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Forums > C64 Coding > anti badline trick
2007-07-22 17:56
Testa
Account closed

Registered: Oct 2004
Posts: 197
anti badline trick

hello, i did the anti badline trick to have open sideborders, grafix and 7 sprites and it works just nice..
simply increment $d011 to avoid badlines witch also repeats or streching charline 7..

my question is. is it posible to do the same trick but instead of streching charline 7, streching charline 6

is it posible anyway to repeat the 6 or 5 or 4 charline?

thanks a lot for reading this topic




2007-07-22 18:30
Oswald

Registered: Apr 2002
Posts: 5094
iirc you can only stretch the first and last (or only one of them?) line of a char row.
2007-07-22 18:38
Testa
Account closed

Registered: Oct 2004
Posts: 197
thanks for your reply... fucking hell only the first and last line???? i wanted to re-use the charsets by streching an other charline... to bad it is not posible...
bye bye
2007-07-22 20:03
Oswald

Registered: Apr 2002
Posts: 5094
FPP?
2007-07-22 20:50
CreaMD

Registered: Dec 2001
Posts: 3057
speculation: to have different gfx on other lines you need to switch video banks. If you don't switch video-bank you will have the same gfx on every line. Maybe I'm wrong. It's long time ago since I played with do11 tricks.
2007-07-22 21:11
chatGPZ

Registered: Dec 2001
Posts: 11386
not only videobank, but also $d018 helps =)
2007-07-22 23:19
Cruzer

Registered: Dec 2001
Posts: 1048
And if dd00+d018 isn't enough you can double the amount of gfx lines by using Xbows trick from Krestage 1 (I think) where he turned the extended bg-color mode on/off, bringing the total amount of lines up to 56. Only works in single color mode though.
2007-07-22 23:28
Oswald

Registered: Apr 2002
Posts: 5094
great, that counts already 3 people failing to read what mcd wants to do :)

i wanted to re-use the charsets by streching an other charline...
2007-07-22 23:31
chatGPZ

Registered: Dec 2001
Posts: 11386
one thing that i found very smart when figuring it out (probably long after others did =P) was that you can store the same value into d018 and dd00, ie in your rastercode its a simple
lda #something
sta $d018
sta $dd00

examining which bits in do18 and dd00 effectivly do something highly recommended ... =)

@oswald: you already answered his question in your first post, so why shouldnt we throw in some other thoughts after YOU came up with fpp? =D
2007-07-22 23:47
Oswald

Registered: Apr 2002
Posts: 5094
ok I realized what's mcd's goal is.

mcd, use sprite fpp, that will give you 256 different any place any times gfx lines. and you can make it even more than 256...
2007-07-23 06:53
HCL

Registered: Feb 2003
Posts: 728
..but only 24 chars wide gfx :(.
2007-07-23 07:22
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: ok I realized what's mcd's goal is.

mcd, use sprite fpp, that will give you 256 different any place any times gfx lines. and you can make it even more than 256...


@mcd: If you only want to stretch gfx-lines then when using sprite FPP you'll have much much more than "just" 256 different lines... F.e. you may switch $d018 and $dd00 there as well, also you could choose not to $d017-stretch at a particular line to get the next gfx-line in the sprite data.

A VIC-bank have 256 sprites, that's 32*8 sprites. Each sprite have 21-unique lines => 32*21=672 gfx-lines per VIC-bank. Also switching VIC-bank gives you 672*4 gfx-lines minus various ROM,ZP,stack,screen and code locations ofcourse.

Still only 24 chars wide ofcourse... ;D

/JackAsser
2007-07-23 11:21
Cruzer

Registered: Dec 2001
Posts: 1048
Just got an idea to a new trick because of this thread - thank you all! :)
2007-07-23 11:25
HCL

Registered: Feb 2003
Posts: 728
@JA: I thought we were talking FPP? You can not just chose any of the 21 lines of a sprite!! FPP means you should be able to use any line of gfx on any y-position on the screen.
2007-07-23 11:48
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: @JA: I thought we were talking FPP? You can not just chose any of the 21 lines of a sprite!! FPP means you should be able to use any line of gfx on any y-position on the screen.

@HCL: You guys were talking about FPP, mcd asked for stretching... ;D
2007-07-23 17:06
HCL

Registered: Feb 2003
Posts: 728
@JackAsser: ..and besides, you said you're not going to BFP this weekend. What a big looser you are!! Trying to make it up by slobbing around on CSDb!! ;).
2007-07-23 18:45
Puterman
Account closed

Registered: Jan 2002
Posts: 188
Not going to Backslash? Not going to BFP? JackAsser, nu är det kört.
2007-07-23 19:02
JackAsser

Registered: Jun 2002
Posts: 2014
You fucking cunts! I quit the scene now... LAMERS!
2007-07-24 06:24
HCL

Registered: Feb 2003
Posts: 728
Oh no!! Everyone, help!! We gotta make him come back somehow!! HEELLP!! And you're perfectly right about the FPP btw <:).
2007-07-24 10:08
Mace

Registered: May 2002
Posts: 1799
What if we just ALL quit the the scene and create a scene of people who quit the scene?
But I digress...

What does FPP mean?
Ah... found it: Flexiple Pixel Position.
Hmm... this is really a name we could have a lengthy discussion about.

But it's definately something I have to look into, because it's one of those 'common' effects I never made myself.
2007-07-24 12:27
Testa
Account closed

Registered: Oct 2004
Posts: 197
waauw thanks for all those answers, ideas, and other brainbubbles... the problem is when you use the anti badlinetrick and stretch charline 7 vic-2 reads only the last byte of a char.. this means that after reading and displaying 40 chars (from left to right) (only one line each) the next grafix line will be #320 bytes forward..

example: char 1 grafix line 1 at $2007
char 2 grafix line 1 at $200f

char 1 grafix line 2 at $2147
char 2 grafix line 2 at $214f

and so on and on and on..

this takes a lot of memory so iam looking for a way to use the free bytes of all those charsets in diffirent videobanks. mabye somebody can give a good example of fpp used in a demo...

greetings mcd

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