imagine if they put a set of h/w base memory offsets for the screen for the VIC, would of saved a shit load of code for block copying zillions of scrolling games. But such was life! then the C64 would of been like some of the arcade hardware, thought they tended to have larger character windows to allow large tile plotting which wrapped correctly. And many were only 32 or 64 characters wide so width/heights memory wrapping was nicely handled. Something name gives a good insight into with it's f4 debug overlay!.
@@MartinPiper6502 Yep, I wonder why they never thought about that. When they put in x y scroll, they must have had some thoughts about it, actual games and scrolling. Hidesight is never a clear thing. It would have made the demo scene a little more boring! If it did everything perfectly. :-)
more! love it.
On it!
C64 debuggers are on another level.
Yeah it really helps make these things much easier to understand
imagine if they put a set of h/w base memory offsets for the screen for the VIC, would of saved a shit load of code for block copying zillions of scrolling games. But such was life! then the C64 would of been like some of the arcade hardware, thought they tended to have larger character windows to allow large tile plotting which wrapped correctly. And many were only 32 or 64 characters wide so width/heights memory wrapping was nicely handled. Something name gives a good insight into with it's f4 debug overlay!.
@@michaeljarcher all they needed to do was expose the internal vcbase counter to a couple of external registers
@@MartinPiper6502 Yep, I wonder why they never thought about that. When they put in x y scroll, they must have had some thoughts about it, actual games and scrolling. Hidesight is never a clear thing. It would have made the demo scene a little more boring! If it did everything perfectly. :-)
This is essentially the idea behind the Amiga bitmap hardscrolling.