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 rotating blocks (with shadows) by RasterDream
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popularity : 56% | 
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| added on the 2012-11-17 22:24:22 by rudi  | 
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comments
Yeah I'm bored :)
  
I think it's the 'mayhem' instruction that does all the work ;p
  
quite nice for 32b
  
vibrator: thats about right. i experimented not too long. i found these square sprites changing locations in a hurry most of the time. then i found these movements by accident.
  
Sweeet... Quite a trick you pulled out. :)
  
:|
  
better :)
  
This is something interesting again. Now let's see who can open the sideborder in 32B. Cruzer? Are you there? ;)
  
nice
  
Sizecoding rulez!
Did someone try it already?
There was at least an open vertical border in this 16B intro for the C64 at Lovebyte 2021 (16B intro showcase):
https://youtu.be/rZcfJRi1tck?t=1008
  
Quote:
This is something interesting again. Now let's see who can open the sideborder in 32B. Cruzer? Are you there? ;)
Did someone try it already?
There was at least an open vertical border in this 16B intro for the C64 at Lovebyte 2021 (16B intro showcase):
https://youtu.be/rZcfJRi1tck?t=1008
16b or 32b ?
  
Sideborder is harder to open. Would be nice to see that.
  
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; rotating blocks (with shadows) ; rudi of hxs^dke^rsd ; ; analyzed by vibrator^luaos (yeah it is a demo group too :)) *=$032c .word *+2 ; clever autostart sei ; no interruptions please while we do this shit lda #%11111111 sta $d015 ; turn all sprites on l: ldy #$70 cpy $d001 ; compare sprite #1 y with $70. (what?) beq *+2 ; change A only if last comparison not equal adc #$f5 ; A marches through its range in some odd pattern sta $d000 ; set sprite colors and positions (X and Y) in VIC ; lower byte of target address modified by sta below and #%11101111 ; skip some parts of VIC (D01x) to avoid too much mayhem sta *-4 ; modify VIC target address jmp l ; ...and loopIs that about right? I think the smooth down movement and the sprite multiplexing is just a product of clever timing while writing weird shit to the sprite registers.
How long did you experiment?