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Forums > CSDb Entries > Release id #72550 : Edge of Disgrace
2008-10-29 08:42
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Release id #72550 : Edge of Disgrace

So looking at the .d64 sizes it looks like they are normal 35-track disks, so the rumors of 40-tracks were unfounded?
 
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2008-12-19 11:31
HCL

Registered: Feb 2003
Posts: 717
? I never saw the "grey dot bug" fading away, it shows all the time at my place :).

I don't think there is any such stuff in Tsunami, but possibly in Cycle..
2008-12-19 12:21
Ninja

Registered: Jan 2002
Posts: 407
I once used a C128 where the grey dot was "fading away". I had the impression it had to do with the temperature, not sure though. The C64 I am using at the moment displays it all the time.
2008-12-19 12:23
assiduous
Account closed

Registered: Jun 2007
Posts: 343
a gray (sub)pixel exposed at the same position for a longer period of time may flicker,sometimes disappears completely. this behaviour varies between all the c64c`s i have. its possible that temperature has an influence,one of my machines occasionally shows solid pixels but they start to flash after an hour or so
2008-12-19 12:34
Devia

Registered: Oct 2004
Posts: 401
Interresting.. with the fading stuff...

I have a few where the bug is either present or not, between each power cycle and some where it is always present. Reset has no effect, but a power cycle will either enable or disable the bug.
Can't remember if I ever figured out if that particular behaviour was VIC or board related, though.
2008-12-19 14:15
algorithm

Registered: May 2002
Posts: 702
Quote: Interresting.. with the fading stuff...

I have a few where the bug is either present or not, between each power cycle and some where it is always present. Reset has no effect, but a power cycle will either enable or disable the bug.
Can't remember if I ever figured out if that particular behaviour was VIC or board related, though.


Was exactly the same for the c64c that I had. VSP would also crash the c64 mainly but after a few power cycles, it would be alright
2009-03-13 15:30
jailbird

Registered: Dec 2001
Posts: 1576
Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D
2009-03-13 16:19
daison

Registered: May 2005
Posts: 90
Quote: Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D


pure blasphemy!
2009-03-13 18:12
Burglar

Registered: Dec 2004
Posts: 1051
Quote: Edge of Disgrace, revisited
Many thanks goes to Clarence for the help :D


must say, thats pretty funny ;P
2009-03-13 21:17
der_ton

Registered: Apr 2003
Posts: 11
Sorry for what may be a noob question, but how do you combine multispeed music with fullscreen cycle-exact effects? Doesn't the music routine have to be called several times in one frame?
2009-03-13 22:00
JackAsser

Registered: Jun 2002
Posts: 1995
Quote: Sorry for what may be a noob question, but how do you combine multispeed music with fullscreen cycle-exact effects? Doesn't the music routine have to be called several times in one frame?

Typically you buffer the sid writes then you write them to the SID-registers in a controlled manner within your timed cycle-based effects. F.e. the first half of The Wild Bunch uses a 4x-tune. The player is run four times in a row outside the effect area pushing all SID-writes to the stack. Then in the raster code they're pulled back and stored into their appropriate SID-registers. Care has to be taken so that you don't write to the SID-registers in the wrong order aswell. Hope this answers your question.
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