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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
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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. |
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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 |
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Oswald
Registered: Apr 2002 Posts: 5094 |
FPP? |
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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. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
not only videobank, but also $d018 helps =) |
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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. |
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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... |
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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 |
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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... |
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HCL
Registered: Feb 2003 Posts: 728 |
..but only 24 chars wide gfx :(. |
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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
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Just got an idea to a new trick because of this thread - thank you all! :) |
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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. |
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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 |
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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!! ;). |
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Puterman Account closed
Registered: Jan 2002 Posts: 188 |
Not going to Backslash? Not going to BFP? JackAsser, nu är det kört. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
You fucking cunts! I quit the scene now... LAMERS! |
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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 <:). |
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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. |
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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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