-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCreatures.txt
More file actions
59 lines (42 loc) · 2.06 KB
/
Creatures.txt
File metadata and controls
59 lines (42 loc) · 2.06 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
Creatures
https://www.c64-wiki.com/wiki/Creatures
https://youtu.be/DM3Dh3zWoZ8
"D:\C64_Preservation_Project_10th_Anniversary_Collection_G64\c64pp-g64-zip\c\creatures_s1[thalamus_1991](pal)(!).g64"
c:\work\C1541-Tweaks\c1541\Release\c1541.exe "D:\C64_Preservation_Project_10th_Anniversary_Collection_G64\c64pp-g64-zip\c\creatures_s1[thalamus_1991](pal)(!).g64" -recover C:\Temp\d64recover\file%d_%d.prg
Two bit disk protocol at c:c349 and 8:0756
Drive code comparison video: https://www.youtube.com/watch?v=RzJxICvf8YI
HSP / DMA delay etc screen render at c:23b1
https://codebase64.org/doku.php?id=base:horizontal_screen_positioning_hsp
https://github.com/martinpiper/C64Public/blob/master/RasterTest/RasterTest2.a
https://www.cebix.net/VIC-Article.txt
3.14.6. DMA delay
"
The most sophisticated Bad Line manipulation is to create a Bad Line
Condition within cycles 15-53 of a raster line in the display window in
which the graphics data sequencer is in idle state, e.g. by modifying
register $d011 so that YSCROLL is equal to the lower three bits of RASTER.
But as
the accesses started in the middle of a line, less than 40 accesses took
place so VC has been incremented by a total of less than 40 in this raster
line and no longer is a multiple of 40 as it normally always is at the end
of a raster line. Because of the working of VC (see section 3.7.2.), this
"misalignment" is continued for all following lines. So the whole screen
seems to be scrolled to the right by as much characters as the number of
cycles the $d011 access was done after cycle 14.
"
Score table scroll uses FLD
https://www.cebix.net/VIC-Article.txt
3.14.2. FLD
00:00 Introduction
00:11 Developers of the game
00:46 Disk turbo loader
05:00 Intro screen with animated charset
08:20 Title screen first look
11:22 Game scroll first look
16:10 Editing collision information
18:00 Intro sprite multiplexing
18:06 Intro Creatures logo bounce
19:05 Title screen logo and multiplexed sprites
19:25 Score scroll using flexible line distance
24:00 Game horizontal scroll using DMA delay
34:00 Example code for horizontal scrolling