Vectrex "Faults"

Commutative law is not applicable!

Vectrex calculates its vector positioning using mainly two factors:

So a position X, e.g. 6000 (vectrex pixel position) (y the same) can be calculated with:

So I thought - and stated that about 18 years ago in my vectrex instructions. While in "general" this is true and can be used, specifically this is NOT true. In many cases even IF there is a slight difference - it does not matter. Since usually object are allways drawn with the same scale factor and the same strength value.

If you use different values, you usually draw different things on screen no one ever notices a difference. Like drawing "backgorund" with large scale factors and sprites and such with small factors.

BUT there are a few programs which DO draw "combined" "objects" using different values. E.G. Cleansweep (see section why emulators hate cleansweep).

For all people who have access to a vectrex I have written an easy (quite a few actually but one ni particular) example program to show that the difference is very real!

See: TestMultiply3.asm

Let me in short explain the program:



Mult3 - emulator




Mult3 - vectrex


While on these pictures the difference may not seem all that substantial, I might remind you, that we only look at coordinates "+127" (from about a maximum of 20000).

The difference DOES add up.

I don't know if that is the only "CleanSweep" fault, but this is a major player!

Other "Faults"

I am pretty sure there is at least one other "undiscovered" feature. Mostly visible with "optimized" raster displays. I will sometime in the future further research that!