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Forums > C64 Coding > 4x4 FLI
2003-07-04 12:07
tecM0

Registered: Jan 2002
Posts: 40
4x4 FLI

hi,

i never used that (overused?) 4x4_effect by myself.
i think itb looks really cool with dithered chars.
the "fractal_vector_part" in MATHEMATICA uses
something like that, or?

how does this 4x4_FLI_FX work? as i sayd..i never
used FLI...and really hates timing.

but it could be a very short routine within a kind
of loop.

if i set a IRQ to the 1st line of the FLI...set the
screen and then set the IRQ to the next line of FLI
(4 pixellines down?) ....do this work? and how?

i never can find a demo_source around the net and
all demos i have "monitored" use speedcode(generators).

does a routine like the one i explained exist and does
it work like this at all?

thanx for help,
tecM0
 
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2003-07-10 12:33
Cybernator

Registered: Jun 2002
Posts: 154
I've been thinking... I don't need an IRQ every 4th rasterline. :) I can generate a badline at cycle 14, then immediately set $D012 four rasterlines below. RC is supposed to reset so there's no problem.
2003-07-10 18:27
Cybernator

Registered: Jun 2002
Posts: 154
I really don't get it! I made the chained IRQs using the auxilary timer method, and it works perfectly on both CIA types. Both CIAs generate IRQ at the same cycle. And if I try the proggy Yago told me about, it is really able to detect the CIA. Are there special cases when this occures? It's cool that I don't need a CIA recognition routine, but I have to know about this stuff. Maybe I should check the detection routine. :)

Now let's see if this will speed-up the bumpmapper.
2003-07-10 21:59
tecM0

Registered: Jan 2002
Posts: 40
i have checked the routines from

ftp://ftp.elysium.pl/gnu-generation/Brush/raster.zip

(not reachable anymore...user/pass...:( )

and it does the same graham explained. dont know if it is
the same way he made it but its a lot of rastertime left
on screen!

thx!

2003-07-23 12:22
tecM0

Registered: Jan 2002
Posts: 40
ok, the 4x4_sourcecodes are not downloadable at the
elysium_page anymore...dunno why!?

for all who wanna look at the nice sources try to
find "C=64 ML Tutorial" at http://videocam.net.au/~hannibal/
this archive contains the 4x4/fli-sources and much..much
more.

bye and thanx a lot,
tecM0/+H
2003-07-25 15:05
Krill

Registered: Apr 2002
Posts: 2839
tecmo: why don't ask your groupmates first? ;)
2003-07-27 01:24
tecM0

Registered: Jan 2002
Posts: 40
haven't i asked? ;)

you can still help me with the disortion FX.
graham told me "it's to easy to explain" ;)

anyway, the turtorial above could be usefull for other
user.

thx,
tecM0
2003-07-29 13:09
Oswald

Registered: Apr 2002
Posts: 5017
the distort effect is about:

-have the gfx in a charsets
-have 4 versions of each char row, where each version is shifted by 1-1 pixel
-NOW, if your gfx is 32 char wide, you can mix out of the
4 sets 32 different phases for zoom.
-You do the vertical zooming by a simple vic effect: repeat the first or first 2 raster lines of char rows by d011 trickery when needed.

cant explain shorter :)
2003-07-29 14:44
TDJ

Registered: Dec 2001
Posts: 1879
I can:

Don't
do
it
2003-07-29 15:37
Graham
Account closed

Registered: Dec 2002
Posts: 990
@Oswald: spoiler!
2003-07-29 16:47
CreaMD

Registered: Dec 2001
Posts: 3034
;-)))))
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