TIP: Click on subject to list as thread! ANSI
echo: cbm
to: Frank Linhares
from: Andreas Kohlbach
date: 2019-06-09 17:03:26
subject: Re: Summer Games

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/

--- SoupGate-Win32 v1.05
* Origin: Agency HUB, Dunedin - New Zealand | FidoUsenet Gateway (3:770/3)
SEEN-BY: 57/0 153/250 220/70 267/800 393/68 633/0 267 280 281 412 712/848
SEEN-BY: 770/0 1 3 10 100 340 772/0 1 210 500
@PATH: 770/3 1 633/280 267

SOURCE: echomail via fidonet.ozzmosis.com

Email questions or comments to sysop@ipingthereforeiam.com
All parts of this website painstakingly hand-crafted in the U.S.A.!
IPTIA BBS/MUD/Terminal/Game Server List, © 2025 IPTIA Consulting™.