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Forums > C64 Coding > HSP/DMA delay and screen corruption
2008-03-06 02:30
gregg
Account closed

Registered: Apr 2005
Posts: 56
HSP/DMA delay and screen corruption

I'm currently experimenting with HSP/DMA delay e.g. horizontal scrolling with $d011. I'm doing it by switching on the DEN bit at the right time in line $30. So far, so good, but there's screen corruption in the first line:



It looks like the VIC doesn't fetch the correct color data. I don't understand why this is happening. Can anyone explain, please? And is it possible to avoid this?
2008-03-06 05:32
A Life in Hell
Account closed

Registered: May 2002
Posts: 204
Have you tried this on hardware? I know there used to be a vice bug relating to VSP on the first line. I thought it got fixed, though...
2008-03-06 06:23
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: I'm currently experimenting with HSP/DMA delay e.g. horizontal scrolling with $d011. I'm doing it by switching on the DEN bit at the right time in line $30. So far, so good, but there's screen corruption in the first line:



It looks like the VIC doesn't fetch the correct color data. I don't understand why this is happening. Can anyone explain, please? And is it possible to avoid this?


It's a common bug. Add a first line of linecrunch to make that bug compress in to one raster line hidden below the upper border, then simply max out the DMA delay to restore the screen. And it's called VSP... VSP! VEE ESS PEE!!!! :D
2008-03-06 08:56
HCL

Registered: Feb 2003
Posts: 717
I didn't check with the latest version of Vice, but i have experienced that those *crap colors* are not correctly emulated ..especially when coding the XFLI-movers in Tsunami/BD. in 9 cases out of 10 you avoid those crap colors by disabling the screen output with $d011 = #$7x.. that trick simply wasn't availible with the Tsunami design.

Good luck ;)
2008-03-06 10:07
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: I didn't check with the latest version of Vice, but i have experienced that those *crap colors* are not correctly emulated ..especially when coding the XFLI-movers in Tsunami/BD. in 9 cases out of 10 you avoid those crap colors by disabling the screen output with $d011 = #$7x.. that trick simply wasn't availible with the Tsunami design.

Good luck ;)


@HCL: Agreed that those crap colors are not emulated correctly, i.e. it's shows crappy in VICE but with the wrong crappy colors. I had the same problem with hiding them in the AGSP-mover in Sphaeristerium since the background was white. I had to paste a sprite over the FLI-bug. But since he's not AGSP-ing he have an upper border to use, so why not simply crunch away the line so that the crap is compressed to a single line under the border? That's how most VSP-routines I've seen do it.
2008-03-06 13:01
TDJ

Registered: Dec 2001
Posts: 1879
HSP/DMA means a cooperation between Hein & CreamD, yes?
2008-03-06 14:04
Zyron

Registered: Jan 2002
Posts: 2381
Yes, their new group is called "delay and screen corruption".
2008-03-06 14:48
gregg
Account closed

Registered: Apr 2005
Posts: 56
Hey, this is funny. There are just so many names for this effect that I was unsure how it is called. Thanks for the advice, JackAsser and HCL.

@\^_^/
Testing it on real hardware was the first thing I did after noticing this behaviour. And it look (quite) similar there...

@HCL
So you've been actually using these "crap colors" for effects?

Quote:
Add a first line of linecrunch to make that bug compress in to one raster line hidden below the upper border, then simply max out the DMA delay to restore the screen. And it's called VSP... VSP! VEE ESS PEE!!!! :D


OK, that's good since this way not much screen real estate is lost. By the way, what does VSP really stand for? I thought it was "vertical screen position(ing)" or something, which of course makes no sense in the context of *horizontal* scrolling. :)
2008-03-06 15:00
assiduous
Account closed

Registered: Jun 2007
Posts: 343
JackAsser, HCL: are there any examples avaialable for these colours emulated incorrectly? Id like to check them on a real C64/in Hoxs64. cheers.
2008-03-06 15:07
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Hey, this is funny. There are just so many names for this effect that I was unsure how it is called. Thanks for the advice, JackAsser and HCL.

@\^_^/
Testing it on real hardware was the first thing I did after noticing this behaviour. And it look (quite) similar there...

@HCL
So you've been actually using these "crap colors" for effects?

Quote:
Add a first line of linecrunch to make that bug compress in to one raster line hidden below the upper border, then simply max out the DMA delay to restore the screen. And it's called VSP... VSP! VEE ESS PEE!!!! :D


OK, that's good since this way not much screen real estate is lost. By the way, what does VSP really stand for? I thought it was "vertical screen position(ing)" or something, which of course makes no sense in the context of *horizontal* scrolling. :)


As Graham usually posts when people ask why it's called what it is; it's called VSP because the inventors decided. Please check out the original:

VSP&IK+

Variable Screen Position!

Also using an initial line crunch, then max out the dma-delay to 40 you'll get back the original screen. I.e. no data is lost.
2008-03-06 16:03
HCL

Registered: Feb 2003
Posts: 717
Quote: JackAsser, HCL: are there any examples avaialable for these colours emulated incorrectly? Id like to check them on a real C64/in Hoxs64. cheers.

Hmm.. don't think so. In Tsunami the problem usually was that there was no bug in Vice, but still bugs on the real thing. Since I managed to get rid of those bugs, i guess that's not a good example. I think generally you can just throw up a few sprites on the screen and do a VSP right there and see what happens :). Possibly the sprites don't affect the result at all.
 
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