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Forums > C64 Coding > Seven sprites on a bad line (or, barking at the moon)
2015-08-18 17:36
ChristopherJam

Registered: Aug 2004
Posts: 1409
Seven sprites on a bad line (or, barking at the moon)

If I've got sprites zero to six enabled, is it actually possible to change $d018 between the sprite DMA at the end of the previous line and the character DMA for the bad line? Or is the gap just too small?

vic_article doesn't quite specify which cycles are used for sprite DMA in PAL, so I've been nudging a placeholder update to $d020 back and forth with nops and indexed stores to no avail.
2015-08-18 17:43
chatGPZ

Registered: Dec 2001
Posts: 11386
<shameless self promotion>
check Victimer
</shameless self promotion>

$ victimer -b -s 0x7f
  |                  1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6 6 6 |
0 |1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 |
  |                   |===========01020304050607080910111213141516171819202122232425262728293031323334 353637383940===========|   |
--|----------------------------------------------------------------------------- -------------------------------------------------|
  |                 x x x W W W                                                                                 W W w            |
  |                    r r r r rcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgcgc g                 |
ss|3sss4sss5sss6sss7                                                                                                 0sss1sss2sss|
  |                  i                                                                                           i i             |
--|----------------------------------------------------------------------------- -------------------------------------------------|
  |                                ^(close sideborder)                                                           ^(open sideborder)
  |                           ^---FLI----------------->                                                      ^-----^(double line)  
  |                             ^---DMA Delay--------------------------------------------------------------^                       

 badline  sprenable=7f 
CPU:  3 (+ 5= 8) 
VIC: 54 (+ 1=55)
     63

x    - CPU regular cycles
W    - CPU write cycles
w    - CPU 3rd write cycle
c    - VIC video ram
g    - VIC color ram
0..7 - VIC sprite pointer fetches
s    - VIC sprite data accesses
i    - VIC idle accesses


edit: grmpf, for some reason csdb decides to insert some spaces at random places *shrug*
2015-08-18 17:55
algorithm

Registered: May 2002
Posts: 705
7 sprites are possible and to change $d018 on a badline (MUCSU gfx mode does exactly this) think I may have preloaded register beforehand then after relevant delay switched d018
2015-08-18 18:36
ChristopherJam

Registered: Aug 2004
Posts: 1409
That looks like a yes, I'll keep fiddling.

Thanks guys, and yes, victimer looks excellent.
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