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Forums > C64 Coding > fli every second line with open sideborders
2008-10-20 19:52
Testa
Account closed

Registered: Oct 2004
Posts: 197
fli every second line with open sideborders

hi i have a little discusion with a friend about fli and open sideborders, he claims that he saw some years ago a demo with fli and open sideborders but he can't remember witch demo it was.

i think that the trick is not possible and that he mixed things up... i coded a little routine and did not succeed.
i have on a bad line no free cycles (at the right moment) to mod $d011 and $d016..


in bitmap mode i get some weird looking streched grapics..
and in txtmode i get no graphics at all, just black lines.
with the border closed every second line..

who can help us a little bit here....

bye
Testa






2008-10-20 19:58
Danzig

Registered: Jun 2002
Posts: 440
2.line border:
-ice cream castle / crest
(ups up sideborder sprites :D )
-maul halten / oregon (iirc)

and check out booze design demo
(totally stoned 2 iirc) aswell
as crest avantgarde for some
other techniques.

and there might be serveral
other approaches.
2008-10-20 20:01
Testa
Account closed

Registered: Oct 2004
Posts: 197
ok i check them out. it looks like i was wrong and i am curious how this is done so i'am gonna check the code...
thanks for the quick respons!...

2008-10-20 20:02
Danzig

Registered: Jun 2002
Posts: 440
shyte, it was 2 years crest not ice cream castle!!! 1. part!
2008-10-20 20:17
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: ok i check them out. it looks like i was wrong and i am curious how this is done so i'am gonna check the code...
thanks for the quick respons!...



Considering a normal bad line allows for open borders with 4 sprites, FLI every 2nd line shouldn't be any problems, since the $d011 writes occurs on the non-bad lines.
2008-10-20 20:43
Testa
Account closed

Registered: Oct 2004
Posts: 197
jackasser:

interesting.. my code was like this.

delay

ldy #$1b ; = non bad line
sty $d011
sta $d016 ;openborders
stx $d016
sta $d016,x ;openborders at bad line
stx $d016

delay

ldy #$1e ;non bad line
sty $d011
sta $d016
stx $d016
sta $d016,x
stx $d016

and on and on..

at witch cycle must i do the $d011 write...

Testa




2008-10-20 20:44
Testa
Account closed

Registered: Oct 2004
Posts: 197
the second $d011 write must be $1d.. sorry....
2008-10-20 23:05
Testa
Account closed

Registered: Oct 2004
Posts: 197
Danzig: i found the part in totally stoned 2.. very nice
Jackasser: i checked the code in the demo and you are right
you must write $d011 at the goodline 2 cyles before the sta $d016 stx to open the border.

i think i miscalculated the timing earlier the evening...
but hell yeah it is a view hours later but i figured it out... respect to the guy who invented this trick... was it hcl or are there more ealier demos with this effect???





2008-10-21 06:48
HCL

Registered: Feb 2003
Posts: 728
Crest Avantgarde was first, me only cut'n'paste :P. I tried to maximize the area of FLI, since this gfx mode gives quite little of *real gfx* to play with. You can see some artifacts here and there..
2008-10-21 11:40
Testa
Account closed

Registered: Oct 2004
Posts: 197
well last night i only looked at the rastercode and not how the graphics are stored in the memory, and how much graphics you can use. today i will take a closer look ...



2008-10-21 18:19
WVL

Registered: Mar 2002
Posts: 902
Quote: well last night i only looked at the rastercode and not how the graphics are stored in the memory, and how much graphics you can use. today i will take a closer look ...





I guess storing gfx is not such a big deal.. since you only have fli-every-other-line, you've got $1000 free for sprites.
2008-10-22 06:25
HCL

Registered: Feb 2003
Posts: 728
Quote: I guess storing gfx is not such a big deal.. since you only have fli-every-other-line, you've got $1000 free for sprites.

Werner, what are you talking about? This is FLI-every-other-line with open sideborder. ..which means the bitmap gfx will be stretched all the way down. You can only change it with d018/dd00. So, you use as many different color-banks as you have, which will probably be something like 15-16 for an idle bank. ..and sprites.. Well, you have plenty of space for them as well :).
2008-10-22 11:06
Testa
Account closed

Registered: Oct 2004
Posts: 197
Yep, i checked the code and i figured it out.. the bitmap graphics are streched. indeed. i didn't know that it is possible to stretch bitmap graphics aswell... too bad, i wanted to make fpp every second line out of it... well i learned something...
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