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Forums > C64 Coding > D011 scrolling
2004-06-08 00:17
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
D011 scrolling

Hi,

What is the best rasterline to flip the D011, when
scrolling the screen ?

No FLD!

Plain old scrolling ?

I have timing error, so the text jumps a bit.
Scroll the colorram too in same scan, takes a lot
of time..

Thanks for ANY help!!
 
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2004-07-04 05:34
Stingray
Account closed

Registered: Feb 2003
Posts: 117
Thanks AmiDog. 16k, alright so posting it on the forum was a bit out of the question.
2004-07-08 05:51
AmiDog

Registered: Mar 2003
Posts: 97
I've spent some more time on the VSP routine, you can get it here:

http://user.tninet.se/~cqj150m/vsp.zip

This have changed:

1. Added smoothscrolling.
2. Joystick controlled scrolling.
3. Lores multicolor bitmap scrolling including color-ram.
4. Requires 64tass to compile now (uses macros and such).

Basically, I've converted a 1024x192 bitmap (part of a wallpaper with the famous swedish moose Hälge) to C64 lores using Paint Shop Pro and the ConGo Photoshop plugins. I then used a small piece of code to convert the resulting bmp bitmap to something more C64 friendly.

With VICE, you should be able to just autostart the VSP.P00 file and it should load the graphics and VSP routine and start it.

This is the memory layout of the 1024x192 image (just consider it to be an normal C64 lores bitmap, just a little wider and not as tall):

$6400 - $C3FF bitmap
$C400 - $CFFF screen ram
$E000 - $EBFF color ram
2004-07-08 06:31
AmiDog

Registered: Mar 2003
Posts: 97
A small update with a new image (made of 3 intro screens from three great C64 games), back/border colors are now stored in the image files and debuging (border color changes) is disabled. Get it here:

http://user.tninet.se/~cqj150m/vsp1.zip

Addition to the memory layout:

$EC00 background
$EC01 border
2004-07-09 00:40
Stingray
Account closed

Registered: Feb 2003
Posts: 117
Coming soon VSP mega demo by AmiDog, well if you keep going at this rate :)
2004-07-09 08:46
AmiDog

Registered: Mar 2003
Posts: 97
LOL! :) Well, I just moved the second bitmap to the very end of the RAM and fiddled with $01 to access the RAM below the IO area at $d000. So now I've got no less than 39KB ($4000-$dc00) for the image, or 1664x192 pixels if using just 2 colors (like a dithered b&w image). Working nicely :)

I guess one would have to play with some kind of realtime decompression or something to be able to use a larger image. (Or use a SCPU/REU, but that's cheating.)
2004-07-09 10:01
bOOZElEE

Registered: Dec 2002
Posts: 35
why is realtime decompression considered as cheating?
its nothing else than converting your more memory friendly picture data to a vic usable format.
or is there some point ive missed?
2004-07-09 12:32
Spinball

Registered: Sep 2002
Posts: 88
i think amidog means that using scpu or reu would be cheating NOT realtime decopression.
2004-07-09 12:56
Krill

Registered: Apr 2002
Posts: 2980
rayden, you should really read everything twice or thrice =)
2004-07-09 14:16
bOOZElEE

Registered: Dec 2002
Posts: 35
oh... ;)
2004-07-12 11:30
AmiDog

Registered: Mar 2003
Posts: 97
Another update, in case anyone still cares :)

http://user.tninet.se/~cqj150m/vsp2.zip

I'm now using $4000-$dc00 for the image which give the following resolutions:

b&w: 1664x192
hires: 1472x192
lores: 1328x192

(Example images, ugly closeups of a flower, are included.)
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