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Testa Account closed
Registered: Oct 2004 Posts: 197 |
sprites in bank 1 over graphics in bank 2
high,
i was playing around as usual, (i'am an addict when it comes to c64 stuff) and i find out when i set $dd00
at bank 1 at cycle 1 or later and you change $dd00 again a few cycles later you can place sprites over graphics in a diffirent bank...
how is this possible?
in my case i used the anti badline trick (open sideborders, 7 sprites and graphics). and it works just nice...
greetings mcd.
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: high,
i was playing around as usual, (i'am an addict when it comes to c64 stuff) and i find out when i set $dd00
at bank 1 at cycle 1 or later and you change $dd00 again a few cycles later you can place sprites over graphics in a diffirent bank...
how is this possible?
in my case i used the anti badline trick (open sideborders, 7 sprites and graphics). and it works just nice...
greetings mcd.
The sprite data is fetched in the side border at 16 of the cycles there. Each sprite fetches 3 bytes into internal 24 bit shift-registers. So, regardless of vic bank settings later on on the current raster line, these shift-registers will still emit the bits that was fetched.
Check out the VIC-article! :D |
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Testa Account closed
Registered: Oct 2004 Posts: 197 |
ok i already thought i was something like this.. i still think it is funny..... thanks for the info... |
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Radiant
Registered: Sep 2004 Posts: 639 |
Cool! I hadn't thought of this before. Wonder what it could be used for. :-) |
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
better ram managing |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Well, if you had some screen graphics effect that uses all the bank data, but you wanted sprites as well then this would be useful. :)
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