degauss information 178 glöps
- general:
- level: user
- personal:
- first name: Ingo
- last name: Jache
- demo C16/116/plus4 states united by Bauknecht [web] & The Electronic Knights
- @charlie: yeah, you really saved the day! thank you so much! ;)
- isokadded on the 2011-04-27 22:07:27
- demo C16/116/plus4 states united by Bauknecht [web] & The Electronic Knights
- First of all big thanks to Krill from me too. Krill is quite a beast: After he was done porting, I received one single version of the loader and it ran like a charm on emu and real-iron without the necissity of any further debugging. Prussian accuracy ;)
To clarify on the machine-speed-topic: In the display-area the cpu runs slightly below c64-speed and doubles the MhZ in the border-area. I don't remember the figures, but on a "normal" screenmode you get about 2000-4000 cycles/frame extra compared to a c64. Sounds like a big advantage but you also have twice the amount of DMA-Cycles (=badlines) than on c64, because the videomatrix is twice as big.
For example Mad's ball-part (which my wife correctly identified as the easter-egg) works on a special screenmode that requires even twice the amount of dma-cycles - compared to a normal screenmode. For other kinds of demo-effects you need to have two STA's to write to the videomatrix. So lots of times this "double-clock-rate-advantage" melts down to "nothing" at best. There are lots of occasions where you end up having less cycles than on c64.
In my understanding Krills Loader switches down to the single-clock-rate for mainly three reasons:
1. The Floppy runs at roughly 1MhZ and thus you won't have any advantages from "polling" the data at double-clock-rate.
2. Timing at double-clock-rate is annoyingly difficult and inherently instable because you still have 5 or so cycles per rasterline that run at single-speed. The horror...
3. It's an irq-loader that can be interrupted at any time. You simply can't put a detection of clock-speed-changes into a *fast*-loader in an efficient way.
Hope i wasn't talking too much bullshit here. Anyway: If it looks the loader slowed down something in the demo, its because i failed to integrate it properly ;)
- isokadded on the 2011-04-26 11:36:43
- demo C16/116/plus4 Pimp My Part by Legion Of Doom [web]
- clear winner ;) really liked it
- rulezadded on the 2011-03-08 11:47:25
- demo VIC 20 Large Unified Theory by Pers' Wastaiset Produktiot [web]
- faustian!
- rulezadded on the 2010-11-15 02:02:21
- demo C16/116/plus4 Perfect Visions 2 by ATI [web]
- yes, sir
- rulezadded on the 2010-10-24 21:08:09
- 16k game C16/116/plus4 Uwol: Quest for Money by assassins [web]
- very caring conversion. splendid job, kichy. introsong kicks ass. i would give a second thumb just for making it work on c16 aswell.
- rulezadded on the 2010-10-16 02:41:38
- demo Commodore 64 Mekanix by Booze Design & Instinct
- great!
- rulezadded on the 2010-10-04 15:11:45
- demo Commodore 64 Frighthof by arsenic
- very frightening, especially the 3d routines. great work! ;)
- rulezadded on the 2010-10-04 11:55:10
- demo C16/116/plus4 Sabrina Digi 2010 by Monarchy & FIRE [web]
- oh my, sabrina again ;) well done csio and luca
- rulezadded on the 2010-07-21 00:29:29
- demo C16/116/plus4 Oldschool 2 by assassins [web]
- great one. loved the two jelly-scrollers
- rulezadded on the 2010-07-21 00:26:52
account created on the 2006-07-22 23:25:26