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Forums > C64 Coding > sprite quesion
2007-12-13 19:05
Testa
Account closed

Registered: Oct 2004
Posts: 197
sprite quesion

high,

i have coded a overlayed mega sideborder dycp (48 chars wide) over a sideborder logo (48 chars wide) by using the antibad line trick (open sideborders, 7 sprites and normal grafix) .. it would be nice to do this trick with 8 instead of 7 sprites... who knows how to do this... is it possible anyway?? and whats the thing with 0 sprite...


greetings mcd...
2007-12-13 20:16
Oswald

Registered: Apr 2002
Posts: 5094
the issue with sprite 0 is (iirc) that the vic is fetching its data while it is being displayed.
2007-12-13 22:08
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: the issue with sprite 0 is (iirc) that the vic is fetching its data while it is being displayed.

erm no, the issue with sprite 0 is that the VIC uses the whole bus to fetch it just on those cycles you need to do the $d011-anit-bad-line-trick.
2007-12-14 14:42
HCL

Registered: Feb 2003
Posts: 728
Yupp, 7 sprites is maximum if you want open sideborder + gfx at the same time. Also consider making your scroller 52 chars wide plz. It's still the real machine that should be the target, rite?
2007-12-16 19:20
Testa
Account closed

Registered: Oct 2004
Posts: 197
ok.. i gues i have to do it with 7 sprites... too bad...
and yes hcl you are right.. the real machine is the real thing after all... the problem is that i dont own a real c64... i know it is a shame ... but i am working on it..

thanks for the reply's guys... realy great
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