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Sideborder Sprite Data Fetch TestProg   [2015]

Sideborder Sprite Data Fetch TestProg Released by :

Release Date :
2 April 2015

Type :
C64 Misc.

User rating:awaiting 8 votes (7 left)   See votestatistics

Credits :
Code .... Copyfault of Dienstagstreff, The Obsessed Maniacs

Download :
http://csdb.dk/getinternalfile.php/137345/sbsprf24_exo.prg (downloads: 483)
http://csdb.dk/getinternalfile.php/137344/test_sb_sprite_fetch.zip (downloads: 220)

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Production Info
Submitted by Copyfault on 8 April 2015
This test prog was done to show how the sprite x position influences the sprite data shown on the screen.

For an x position equal or larger than $164, the sprite display is already turned on though there have not been any correct sprite data fetches before on that raster line. The displayed sprite data corresponds to the data that was on the vic bus during those fetch cycles (see also Sprite data fetch in sideborder).

This was not meant to be a test prog for crossbows nine-sprite-routine (though there are certain parallels). It is of practical use if you have sideborder sprites at the beforementioned positions as it will help to understand how to deal with the sprite data actually displayed.
Production Info
Submitted by Skate on 4 April 2015
@DGGR: It's not that useful but it can help you to understand (if you didn't already) how Crossbow made the 9th sprite in Krestage 3.
Production Info
Submitted by Digger on 2 April 2015
could you elaborate a bit more CF? how can this be used in practice?
Production Info
Submitted by Copyfault on 2 April 2015
Test Prog for Sprite Data Fetch in sideborder

If Sprite X-Position is >=$164, the sprite data that was fetched during the sprite fetch cycles on the very same raster line will be shown.

I promised to do a test prog some time ago... now more than a year has passed but I wanted to keep my promise.
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