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oziphantom
Registered: Oct 2014 Posts: 490 |
26 clocks in a border, anything useful?
If you had 26 clocks in the border, could anything useful be done with the extra clocks? If you need to do a XXXX,X this could be dropped to XX,X to save an extra clock. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
I'd do some addition! |
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Perplex
Registered: Feb 2009 Posts: 255 |
Quoting FranticI'd do some addition!
+1 |
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Skate
Registered: Jul 2003 Posts: 494 |
Make some double, triple sine table lookups for your excellent dynamic raster based effect... whichever it is. |
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HCL
Registered: Feb 2003 Posts: 728 |
I would say, if you have 27 clocks in the border, things would get truly interesting.. |
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Mixer
Registered: Apr 2008 Posts: 452 |
Let the cpu rest. Setting bits on and off all the time, it is so hard. |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Eight sprites under/over FLI |
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Oswald
Registered: Apr 2002 Posts: 5094 |
risen from oblivion used 2mhz on sideborder for smth. |
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Soren
Registered: Dec 2001 Posts: 547 |
Just be Crossbow/Crest and you won't need to worry about stuff ;) |
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oziphantom
Registered: Oct 2014 Posts: 490 |
Quoting ChristopherJamEight sprites under/over FLI
ZMhz mode switches off the VIC bus access, so it will show sprites but the sprite data will be whatever the CPU was loading/storing.
Thinking about it, on a non bad line, you would be able to pull into 2mhz on the first clock of the border which would give you an extra 10 clocks to give you 36 clocks on non bad lines, or 40 clocks in 38 col mode. |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Quoting oziphantomQuoting ChristopherJamEight sprites under/over FLI
ZMhz mode switches off the VIC bus access, so it will show sprites but the sprite data will be whatever the CPU was loading/storing.
Damn. I should have expected that really. |
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