TIP: Click on subject to list as thread! ANSI
echo: cbm
to: Andreas Kohlbach
from: Tom Lake
date: 2019-06-09 15:18:34
subject: Re: Summer Games

On Sunday, June 9, 2019 at 5:03:27 PM UTC-4, Andreas Kohlbach wrote:
> On Sat, 08 Jun 2019 20:32:30 +1300, Frank Linhares wrote:
> >
> >  TL> As long as the doves stay in the sky and the fire stays
OUT of the sky
> >  TL> and away from the ground, they might have used vertical
interrupts to
> >  TL> switch sprite sets as the electron beam hit certain parts
of the screen.
> >  TL> Think of it like a layer cake. Each
> >  TL> layer can have up to eight sprites which are independent
of the sprites
> >  TL> in any other layer. On the 64, the layers can be
different widths. You
> >  TL> can have dozens of sprites on the screen at the same time
but each group
> >  TL> of eight can only stay in its own
> >  TL> layer.
> >
> > Many of the demo scene demos from back in the day (and currently) took
> > advantage of vertical interrupts to make incredible demos. I would bet that
> > Epyx did the same.
>
> Thank you and Tom. So vertical interrupts might made this
> happen. Amazing, because in 1984 the Commodore 64 was only two years old.
> --
> Andreas
>
> My random thoughts and comments
> https://news-commentaries.blogspot.com/

The technique was documented in the Commodore 64 Programmer's Reference
manual which was available at the beginning of January 1983 so it wasn't
one of those hidden features that had to be discovered by users.

Tom L

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