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Forums > C64 Coding > 160x100 pixels screenmode
2006-08-06 19:30
AmiDog

Registered: Mar 2003
Posts: 97
160x100 pixels screenmode

Is it possible to trick the VIC into displaying every line of the bitmap twice, creating a 160x100 pixels screenmode? If this is possible, can it be combined with FLI?
 
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2006-08-07 09:08
JackAsser

Registered: Jun 2002
Posts: 1989
@MRT: Monocrome bitmap are 320x200. Multiplexed monochrome spritelayer can be 160x100 using sprite HW double pixels...
2006-08-07 09:12
MRT
Account closed

Registered: Sep 2005
Posts: 149
Quote: @MRT: Monocrome bitmap are 320x200. Multiplexed monochrome spritelayer can be 160x100 using sprite HW double pixels...

:-)
I know dude, but that all depends on how you fill the pixels. Just fill 'm up with 2x2 pixels and you're done.

Depending on what you want to do, you could also make it fli every 2nd line, and swap front/back colors to switch 2x2 pixels on and off...
2006-08-07 09:49
JackAsser

Registered: Jun 2002
Posts: 1989
@mrt: of course an expanded sprite layer is easier and cheaper to pixel in than an every 2nd line fli bitmap layer, don't you think? (assuming monochrome pixels) :D
2006-08-07 11:15
Jetboy

Registered: Jul 2006
Posts: 213
And with multicolor y expanded sprites you can get 92x100(or more verticaly) in 4 colours.

All depends what you need it for...
2006-08-07 11:43
Melkor

Registered: Apr 2006
Posts: 11
Quoting JackAsser
@Melkor: Sorry but no. What they mean is that when VCBASE isn't incremented the next char row (8 lines) is a copy of the first. If VCBASE IS increased then you get a new char row. The only possible bitmap stretching/line repeating is to repeat line 7 of each char row.


Aha. I see. That makes sence. I tought thats what FLD did but i guess FLD only creates a empty line then?
If i have graphics on the screen and i remove the 2nd badline i get a 1 pixel gap between the first and second char rows, is that how it works?
2006-08-07 11:52
enthusi

Registered: May 2004
Posts: 675
heh, I remember that I was a bit shocked when I realized 'how much more complex' a strecher is compared to FLD...
2006-08-07 12:58
Radiant

Registered: Sep 2004
Posts: 639
MRT: Sprites are way easier than doing FLI, and leave more free raster time. Only problem there is timing the Y multiplexing and sprite data switch, but that's not too hard either. Using FLI for monochrome 2x2 gfx is just a waste of cycles and coding time.

EDIT: And a normal bitmap consumes way more memory than a layer of sprites. :-)
2006-08-07 14:23
Jetboy

Registered: Jul 2006
Posts: 213
But for bitmap its easier to calculate actual byte you need to change for given coordinates.

And for sprites, if you start each sprite one (two in that case)line later than you need only change one sprite per raster line. Of course you waste some sprite gfx, and you make calcualting actual byte to set pixel even harder in this way.

Sprite alignment:
111
111222
111222333

2006-08-07 20:10
Oswald

Registered: Apr 2002
Posts: 5017
lol, well I think amidog was looking for a 'real' 160x100 mode. However we dont have such. IMHO the most simple way of this is only update every 2nd line of the gfx, and voila you have it for nothing. :D

But besides what I have used in a zillion of effects: update alternatively the odd and even pixel rows of your effects, and voila it looks like a full 200 lines high fx, and you even have a neat motion blur like extra effect :) Cheap, effective, you get twice the gfx updated for almost free.
2006-08-08 12:43
MRT
Account closed

Registered: Sep 2005
Posts: 149
Oswald... You cheat you... ;-)
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