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REU-Colors
screenshot added by cryer on 2010-04-10 21:31:52
platform :
type :
release date : april 2010
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popularity : 55%
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alltime top: #12939
added on the 2010-04-10 21:31:52 by cryer cryer

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Nothing special, but after watching the CrestDemo on BP2010 I just wanted to try something native. You need a REU with atleast 256 Byte of RAM ;)
added on the 2010-04-10 21:33:42 by cryer cryer
nice split! ;)
rulez added on the 2010-04-10 23:30:18 by Skate Skate
hehe :)
thanx for doing it before solo2 could !
rulez added on the 2010-04-11 09:50:05 by ɧ4ɾɗվ. ɧ4ɾɗվ.
I can't get this to run in vice.
added on the 2010-04-11 14:16:03 by ___ ___
Nice effect! ...using $d418 instead of $d020 could be interesting.

@Knoeki, runs here without problems. IO-Extensions --> Ram Expansion Unit --> Enable REU --> Size doesn't matter ;-)
rulez added on the 2010-04-11 16:38:46 by cryer cryer
Nice colours.
rulez added on the 2010-04-12 03:20:54 by Optimus Optimus
Technical description of what is going on and why it requires an REU, please ;-)
added on the 2010-04-12 09:47:29 by xeron xeron
Nice, more ppl playing with the REU :)
rulez added on the 2010-04-12 16:03:04 by Iapetus Iapetus
nice 2 see 256 bytes on c64...
I think last byte must be $40... commodore $40 ,)
rulez added on the 2010-04-12 20:20:32 by stranger/analog stranger/analog
@xeron. You can give the REU a memorylocation where to write his own content into. This could be used to copy memoryranges from or to the REU. As the REU uses DMA it can copy 1 byte per cycle. Futhermore you can copy a memoryrange from the REU into *one* address on the c64, only (or vice versa). That means you can write f.e. 4000 bytes of data into $d020 (BackgroundColor) in 4000 cycles. So you can alter the color ca. 4-6 times faster as the CPU could (inc $d020 needs 6 cycles, STA needs 4). My effect alters the backgroundcolor each 8 pixels in x (rasterbeam goes 8px/cycle).

More Infos can be found in the source, included in the package. 8)
added on the 2010-04-12 20:28:31 by cryer cryer
Oh. Thats nifty. That sounds like the kind of thing a very clever person could abuse to push the limits of the 64 further.
rulez added on the 2010-04-13 10:28:17 by xeron xeron
Sadly this pushes the whole thing into the wildcompo but the possibilies are of course awesome.
rulez added on the 2010-04-13 20:30:54 by vscd vscd
neat!
rulez added on the 2010-04-14 15:36:54 by toxie toxie
Whats next? Unlimited sprites?
added on the 2010-04-16 22:26:03 by Exin Exin
@Exin. Maybe ;) nice idea... we could alter $d000, $d002, $d004 etc... a few times per line. Sadly, every crazy effect just leads away from competing in a stock C64-compo ;/ But lets see... so much ideas, so little time.
added on the 2010-04-16 23:01:07 by cryer cryer

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