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C64 Multicolour Char Mode


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Hi.

Just for curiosity, I need to know this:

 

In Multicolour Char Mode, 4colours are like what?

Backgr.-any of the 16colours

And the other 3? All 3 from the first 8colours or one of them could be from all the 16?

 

 

 

And in each Char you can have 4colours and the next one, you can have different 4colours or 1colour (Backgr.) is the same in all Chars.

 

 

 

 

 

 

And the Border (outside Screenplay 40x25), normally Black but could be any other colour?

And this is what? Backgr., the same as on Chars register (like on A8)?

 

 

 

 

Thanks.

Greetings.

José Pereira.

 

 

 

 

 

 

 

P.s.- On Hi-resol. it's 1colour+Backgr, right?

But it can simply be Blue,Black and the other Char White,Black

Or can you have Black as Backgr. in one Char and another colour as Backgr. on other Char?

 

José Pereira.

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Hi José,

 

C64 has 2 multicolor char modes. The normal one uses 256 chars and 3 color foreground registers plus the color RAM for the 4th color. So 3 are the same for the screen and one chosen per char. A specialty is that the bit 3 in the color RAM determines if the character is in multicolor mode at all, which allows mixing hires and multicolor in one line. On the other hand this splits the available colors (8 for hires, 8 for multicolor).

In extended char mode, the bits 6 and 7 of the character code are used to select the background color from additional 3 background color registers. This reduces the available chars to 64 and is simliar to Ataris Graphics 1 or 2.

 

Here's a quite brief description http://sta.c64.org/cbm64disp.html

 

Cheers, JAC!

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Thanks I read that, but, sorry I continue not to understand...

 

 

Normal 256Chars it's simple, O.k, a

And if I understand it right, it's the ColourMap colour that comes from only 8 of the 16colours?

(And they are the first or the last eight? First eight-Multic. colour and second eight Single?)

 

 

 

 

 

 

And on extended (64Chars) Bit0 and Bit1.

Bit0 Backgr. colour (00,01,10,11)

Bit1 Colour Map

How? 5colours? :ponder:

 

A Char have 4possible Bit_pairs, bit0, bit1 :?

 

 

Pratical example:

On LastNinja2 it seems Bakgr. it is Black.

 

NORMAL MODE (256Chars), all Chars:

Black and 2colours the same in all.

Only one colour different in each Char.

But no!...

 

What I see here is Black as Backgr.

But on many of the Chars I have 4colours and not Black :?

But if so, only 4Chars?

 

This seems that extended Mode, if someone could show with an LN2 Screen it will be great :)

(LN1 seems to use only 3colours and Black for all :?: )

 

 

 

Sorry, It usually takes time for me to learn something but when I learn ;)

(anyone here remembers my A8 PF2/PF3 confusions? :P )

 

 

 

Thanks.

José Pereira.

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Normal 256Chars it's simple, O.k, a

And if I understand it right, it's the ColourMap colour that comes from only 8 of the 16colours?

(And they are the first or the last eight? First eight-Multic. colour and second eight Single?)

 

Colour data for multicolour characters comes from the background colour, two multicolour registers and the colour RAM - the colour RAM uses only the first eight colours (black, white, dark red, cyan, purple, dark green, dark blue, yellow) and the other three shared colours can be any value.

 

And on extended (64Chars) Bit0 and Bit1.

Bit0 Backgr. colour (00,01,10,11)

Bit1 Colour Map

How? 5colours? :ponder:

 

A Char have 4possible Bit_pairs, bit0, bit1 :?

 

With Extended Colour Mode, there are only 64 characters in the set, the lower six bits of a screen RAM byte represent the character and the top two are used to select one of four background colours (supplied by the background colour, the two aforementioned multicolour registers and there's a third one there for this mode). Foreground colours are set on a character by character basis by the colour RAM and all of those colours can be any from the sixteen.

 

Extended Colour Mode doesn't use bit pairs however, it's a high resolution 320x200 mode and can't be mixed with multicolour graphics (the hardware sprites are allowed to be, but multicolour mode can't be enabled when ECM is on).

 

Pratical example:

On LastNinja2 it seems Bakgr. it is Black.

 

All the Last Ninja series run in multicolour bitmap mode, that has a shared background colour like multicolour character mode, but three freely selectable colours per 4x8 pixel attribute cell - that means the first 4x8 pixel "character" at the top left corner of the screen can use two shades of blue and cyan, the next one can use two shades of red and light grey, the third use all three greys, the fourth can be brown, purple and green and so on.

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Hi, thanks.

 

But still missing something...

In the bottom ex. I don't understand the bit0 & bit1:

 

--------------------------------------------------------------------------

Extended background color character mode

Screen based on:

 

Screen RAM ($0400-$07FF, configurable)

 

Character ROM ($D000-$DFFF)

 

Colors based on:

 

Screen RAM ($0400-$07FF, configurable)

 

Background Color ($D021)

 

Extra Background Color #1 ($D022)

 

Extra Background Color #2 ($D023)

 

Extra Background Color #3 ($D024)

 

Color RAM ($D800-$DBFF)

 

Character shape and color:

 

Fetch screen byte from Screen RAM, keep only bits #0-#5, multiply it by 8.

 

If charset is in lowercase/uppercase mode, add 2048 ($0800).

 

Fetch 8 bytes from this offset of the Character ROM and use it as a bitmap:

 

Bit = 0: Pixel has background color which is determined by bits #6-#7 of the screen byte:

 

Bit pair = : Pixel has Background Color.

 

Bit pair = %01: Pixel has Extra Background Color #1.

 

Bit pair = %10: Pixel has Extra Background Color #2.

 

Bit pair = %11: Pixel has Extra Background Color #3.

 

Bit = 1: Pixel color is determined by the corresponding color byte in Color RAM.

----------------------------------------------------------------------------------

 

 

 

Bit6&7 gives 00,01,10&11, right?

This gives me the 4colours by Char.

 

But from where comes the Bit=0&=1?

I have 4colours from the 4colour regs. of Bits6&7 - Bit0

ColourMap - Bit1

 

 

If in normal Multicolour I have:

Backg.

Extra1

Extra2

(this is the same on all screen chars)

Colour Ram by (nº1 to nº8 colours only, because bit#3 seletect Hi or Muçtic. resol.)

 

 

But here on this I have a Char with 4Backgr. colours:

Backgr.

Extra1

Extra2

Extra3

(get this by bit-pairs values)

 

If so, where will I use that bit=1 to get Colour-Ram?

And then, I'll have 5colours.

 

Or it is something like PF2&PF3 on A8, and it will look something like this:

 

CHAR ONE:

Backgr

Extra1

Extra2

Extra3

 

CHAR TWO:

Backg

Extra1

Extra2

Colour-Ram colour

 

In this I'll get. for ex., Maxim. in a Line:

Backgr.

Extra1

Extra2

Extra3

Colour 0->7 for Colour-Ram

 

And it will be a maxim. of 12colour in each line (without Rasters).

:?

 

 

Sorry not to understand this once more...

 

Thanks.

José Pereira.

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...Bit6&7 gives 00,01,10&11, right?

This gives me the 4colours by Char.

 

But from where comes the Bit=0&=1?...

 

This is not a bitnumber but a bitvalue. It is a bitvalue of one of VIC2's control registers. Not a bit in a charactervalue or something. So, set this bit of the control register to a 0 or a 1 gives possibility to switch between fontmodes. ("64 chars + 4 background colours in HiRes" vs. "256 chars + 1 background colour in mixed HiRes/Multicolour mode")

 

EDIT : Correction (I didn't read properly)

 

No, the Bit=0 or Bit=1 is just the bitvalue in the font graphics array itself. So, it is indeed not a bitnumber, but any of the 8bits in the font array can be =0 or =1:

 

Bit=0 selects background (so, background colour determined by bit6&7 of the character number)

Bit=1 selects foreground (colour determined by colour RAM)

Edited by analmux
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...Bit6&7 gives 00,01,10&11, right?

This gives me the 4colours by Char.

 

But from where comes the Bit=0&=1?...

 

This is not a bitnumber but a bitvalue. It is a bitvalue of one of VIC2's control registers. Not a bit in a charactervalue or something. So, set this bit of the control register to a 0 or a 1 gives possibility to switch between fontmodes. ("64 chars + 4 background colours in HiRes" vs. "256 chars + 1 background colour in mixed HiRes/Multicolour mode")

 

EDIT : Correction (I didn't read properly)

 

No, the Bit=0 or Bit=1 is just the bitvalue in the font graphics array itself. So, it is indeed not a bitnumber, but any of the 8bits in the font array can be =0 or =1:

 

Bit=0 selects background (so, background colour determined by bit6&7 of the character number)

Bit=1 selects foreground (colour determined by colour RAM)

 

 

Hi, Analmux.

 

Sorry to take your time.

I remember I Ripped a C64 Refrence's Book (if we had a Book like this with A8 Computers and probably more good coders will be ;) ) from a friend on the past (sadly I lost it :( )

But I find one on Web :cool: .

At the same time you're writing I get this one and finally I understand:

 

------------------------------------------------------------------

EXTENDED BACKGROUND COLOR MODE

Extended background color mode gives you control over the background color of each individual character, as well as over the foreground color. For example, in this mode you could display a blue character with a yellow background on a white screen.

 

There are 4 registers available for extended background color mode. Each of the registers can be set to any of the 16 colors.

 

Color memory is used to hold the foreground color in extended back- ground mode. It is used the same as in standard character mode.

 

Extended character mode places a limit on the number of different characters you can display, however. When extended color mode is on, only the first 64 characters in the character ROM (or the first 64 characters in your programmable character set) can be used. This is because two of the bits of the character code are used to select the background color. It might work something like this:

 

The character code (the number you would POKE to the screen) of the letter "A" is a 1. When extended color mode is on, if you POKED a 1 to the screen, an "A" would appear. If you POKED a 65 to the screen normally, you would expect the character with character code (CHR$) 129 to appear, which is a reversed "A." This does NOT happen in extended color mode. Instead you get the same unreversed "A" as before, but on a different background color. The following chart gives the codes:

 

CHARACTER CODE BACKGROUND COLOR REGISTER

RANGE BIT 7 BIT 6 NUMBER ADDRESS

0- 63 0 0 0 53281 ($D021)

64-127 0 1 1 53282 ($D022)

128-191 1 0 2 53283 ($D023)

192-255 1 1 3 53284 ($D024)

 

 

Extended color mode is turned ON by setting bit 6 of the VIC-II regis- ter to a 1 at location 53265 ($D011 in HEX). The following POKE does it:

 

POKE 53265,PEEK(53265)OR 64

 

------------------------------------------------------------------------------------------------------------

 

 

Yes, now I undertand.

This is Hi-Resol. (T.M.R. already said that, stupid I am :x )

Bit0&1 1:1pixels ratio

 

Char Code Nº:

Bits 0,1,2,3,4,5 (0-63, so only 64Chars on each Charset)

Bit 6&7: Gives Backgr. colour of the specific Char using 4possible bit-pair values.

 

 

 

 

Thanks.

(Hope not to upset you all today :D)

Greetings.

José Pereira.

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Sorry, but this come into my mind:

 

--------------------------------------------------------------------------------------

C64 2:1 CHAR-MODE:

Backgr.

Extra1

Extra2 (this 3 the same in all Chars)

ColourMap (1 different colour in each Char, but we can only use colours nºs. 0->7)

 

A8 2:1 CHAR-MODE:

Backgr.

PF0

PF1 (the same as Backgr., Extra1 and extra2 on C64)

PF2 & PF3

---------------------------------------------------------------------------------------

 

 

With this we have:

C64: 3colours + 8possible (in the ColourMap Register) = 11colours

A8: 3colours + 2possible (PF2 and PF3)

 

Now my idea:

Our A8 Char-Mode limited to 128Chars (PF2<128 and PF3>=128)

If we had a Mode like extended one on C64 with limit to 64Chars using the Bit6&7 to get Bit-Pairs to know wich will be the 4th char colour?

It would look something like this:

------------------------------------------

Backgr.

PF0

PF1

4th Colour (PF2,PF3,PF4,PF5)

------------------------------------------

 

Yeah, still less than C64 eleven colours, but with ourr DLIs. (or even PRIOR0) imagine what we can get on screens IMHO.

 

Probably only 64chars in each Charset it would be a :thumbsdown: but with more Charsets :thumbsup:

 

 

 

Just some thoughts :)

Greetings.

José Pereira.

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Now my idea:

Our A8 Char-Mode limited to 128Chars (PF2<128 and PF3>=128)

If we had a Mode like extended one on C64 with limit to 64Chars using the Bit6&7 to get Bit-Pairs to know wich will be the 4th char colour?

It would look something like this:

------------------------------------------

Backgr.

PF0

PF1

4th Colour (PF2,PF3,PF4,PF5)

------------------------------------------

 

Yeah, still less than C64 eleven colours, but with ourr DLIs. (or even PRIOR0) imagine what we can get on screens IMHO.

 

Probably only 64chars in each Charset it would be a :thumbsdown: but with more Charsets :thumbsup:

 

Scratches head Well, it's a nice idea but unfortunately only an "if" because the hardware won't play ball...?

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I promise not to upset you, but just saw this in an A8Book.

(nothing to do with C64 by now...)

I am without a real computer all the Day :thumbsdown: , just an "only Web acess" one, any of you here could "key" this on an Emulator and just post here the Screen:

 

20 POKE 106,PEEK(106)-4

30 CB=PEEK(106)

40 GRAPHICS 0

50 CHRSET=CB*256

60 DIM CT(16)

70 FOR I=0 TO 15:CT(I)=17*I:NEXT I

90 FOR I=0 TO 15

100 FOR J=0 TO 7

110 POKE CHRSET+I*8+J,CT(I)

120 NEXT J:NEXT I

141 SCREEN=PEEK(88)+PEEK(89)*256

150 FOR I=0 TO 15:POKE SCREEN+I,I:NEXT I

160 POKE 756,CB

170 POKE 623,192

180 POKE 712,8

190 GOTO 190

 

Sorry to upset you with this and one more time.

If any can it will be :thumbsup:

Thanks.

José Pereira.

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yeah that seems to cover it quite nicely.

 

all except the example palette :)

 

indeed i can honestly say no c64 palette i ever saw "back in the day" on any monitor or tv looked anything like as muted as any of the palettes in use these days.

 

our yellow was indeed YELLOW it screamed its yellowness at u :) (the exploding fist packaging screenies spring to mind)

 

and by the same token the red never came across as muted and brownish as it does in the emus and the retro graphics apps.

 

Steve

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...Bit6&7 gives 00,01,10&11, right?

This gives me the 4colours by Char.

 

But from where comes the Bit=0&=1?...

 

This is not a bitnumber but a bitvalue. It is a bitvalue of one of VIC2's control registers. Not a bit in a charactervalue or something. So, set this bit of the control register to a 0 or a 1 gives possibility to switch between fontmodes. ("64 chars + 4 background colours in HiRes" vs. "256 chars + 1 background colour in mixed HiRes/Multicolour mode")

 

EDIT : Correction (I didn't read properly)

 

No, the Bit=0 or Bit=1 is just the bitvalue in the font graphics array itself. So, it is indeed not a bitnumber, but any of the 8bits in the font array can be =0 or =1:

 

Bit=0 selects background (so, background colour determined by bit6&7 of the character number)

Bit=1 selects foreground (colour determined by colour RAM)

 

 

Hi, Analmux.

 

Sorry to take your time.

I remember I Ripped a C64 Refrence's Book (if we had a Book like this with A8 Computers and probably more good coders will be ;) ) from a friend on the past (sadly I lost it :( )

But I find one on Web :cool: .

At the same time you're writing I get this one and finally I understand:

 

------------------------------------------------------------------

EXTENDED BACKGROUND COLOR MODE

Extended background color mode gives you control over the background color of each individual character, as well as over the foreground color. For example, in this mode you could display a blue character with a yellow background on a white screen.

 

There are 4 registers available for extended background color mode. Each of the registers can be set to any of the 16 colors.

 

Color memory is used to hold the foreground color in extended back- ground mode. It is used the same as in standard character mode.

 

Extended character mode places a limit on the number of different characters you can display, however. When extended color mode is on, only the first 64 characters in the character ROM (or the first 64 characters in your programmable character set) can be used. This is because two of the bits of the character code are used to select the background color. It might work something like this:

 

The character code (the number you would POKE to the screen) of the letter "A" is a 1. When extended color mode is on, if you POKED a 1 to the screen, an "A" would appear. If you POKED a 65 to the screen normally, you would expect the character with character code (CHR$) 129 to appear, which is a reversed "A." This does NOT happen in extended color mode. Instead you get the same unreversed "A" as before, but on a different background color. The following chart gives the codes:

 

CHARACTER CODE BACKGROUND COLOR REGISTER

RANGE BIT 7 BIT 6 NUMBER ADDRESS

0- 63 0 0 0 53281 ($D021)

64-127 0 1 1 53282 ($D022)

128-191 1 0 2 53283 ($D023)

192-255 1 1 3 53284 ($D024)

 

 

Extended color mode is turned ON by setting bit 6 of the VIC-II regis- ter to a 1 at location 53265 ($D011 in HEX). The following POKE does it:

 

POKE 53265,PEEK(53265)OR 64

 

------------------------------------------------------------------------------------------------------------

 

 

Yes, now I undertand.

This is Hi-Resol. (T.M.R. already said that, stupid I am :x )

Bit0&1 1:1pixels ratio

 

Char Code Nº:

Bits 0,1,2,3,4,5 (0-63, so only 64Chars on each Charset)

Bit 6&7: Gives Backgr. colour of the specific Char using 4possible bit-pair values.

 

 

 

 

Thanks.

(Hope not to upset you all today :D)

Greetings.

José Pereira.

 

 

 

 

C64 have 4+1+1 colour registers:

Backg., Extra1,2&3, ColourMap and the Border colour.

 

1.)- If you're in Multic. 2:1: Backg., Extra1&2 and ColourMap

2.)- If you're in Single 1:1: Backg.+1

But they can use also other Extra 3colours if they want to...

 

 

 

 

 

MORAL OF THIS (SAD, for A8) STORY:

They use all their resources, even at situations they were not probably to use (Hi-Resol. extras).

And on A8:

The same 5colour Registers: PF0,1,2&3+Backgr.

But what you get, and with so many Gfxs. Modes (mostly probably useless!...).

Many of this are not used in some Gfxs.

Gr.0&8, for Ex. only PF1&2, PF3 only on Missiles as 5th Player enabled, Backgr. for Border, and where's PF0. No it is for nothing, NOTHING!... What a great ...

 

 

 

 

Sorry, have to say this.

Greetings.

José Pereira.

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C64 have 4+1+1 colour registers:

Backg., Extra1,2&3, ColourMap and the Border colour.

 

1.)- If you're in Multic. 2:1: Backg., Extra1&2 and ColourMap

2.)- If you're in Single 1:1: Backg.+1

But they can use also other Extra 3colours if they want to...

 

 

 

 

 

MORAL OF THIS (SAD, for A8) STORY:

They use all their resources, even at situations they were not probably to use (Hi-Resol. extras).

And on A8:

The same 5colour Registers: PF0,1,2&3+Backgr.

But what you get, and with so many Gfxs. Modes (mostly probably useless!...).

Many of this are not used in some Gfxs.

Gr.0&8, for Ex. only PF1&2, PF3 only on Missiles as 5th Player enabled, Backgr. for Border, and where's PF0. No it is for nothing, NOTHING!... What a great ...

 

 

 

 

 

What to say? C64 is developed years after the A800. So, many features were cheaper to add than in the late 70s.

 

But, instead of making a superior machine for the 80s, they chosed a less than 1Mhz processor, where other used 4MHz and more already.

 

To make this clear: The C64 isn't a real 8 bit. The VICII uses 12 bits to create the chars in resolution and colours.

This makes it possible to use the higher colour density. But, at all the better colour density, the VICII only shows 16 colours.

SID is also a 16 Bit Sound device, but limited to 3.5Khz for making good music with dull sounding.

 

 

The Atari was created by some technically brilliant people, but geography wasn't their business and all outside the USA seemed to be unworthy, when creating the machine.

Being the top notch in 1979 for connecting it to an NTSC TV set , well, also the replay speed of 60 steps per second for Music fits good.

For the international market it was more than necessary to do more than just set some timings different.

 

People outside the USA realized is fast and companies like Commodore could do a step into the right direction.... just like adding the colours in hires and using a Soundchip the self-processing ADSR features.

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C64 have 4+1+1 colour registers:

Backg., Extra1,2&3, ColourMap and the Border colour.

 

1.)- If you're in Multic. 2:1: Backg., Extra1&2 and ColourMap

2.)- If you're in Single 1:1: Backg.+1

But they can use also other Extra 3colours if they want to...

 

 

 

 

 

MORAL OF THIS (SAD, for A8) STORY:

They use all their resources, even at situations they were not probably to use (Hi-Resol. extras).

And on A8:

The same 5colour Registers: PF0,1,2&3+Backgr.

But what you get, and with so many Gfxs. Modes (mostly probably useless!...).

Many of this are not used in some Gfxs.

Gr.0&8, for Ex. only PF1&2, PF3 only on Missiles as 5th Player enabled, Backgr. for Border, and where's PF0. No it is for nothing, NOTHING!... What a great ...

 

 

 

 

 

What to say? C64 is developed years after the A800. So, many features were cheaper to add than in the late 70s.

 

But, instead of making a superior machine for the 80s, they chosed a less than 1Mhz processor, where other used 4MHz and more already.

 

To make this clear: The C64 isn't a real 8 bit. The VICII uses 12 bits to create the chars in resolution and colours.

This makes it possible to use the higher colour density. But, at all the better colour density, the VICII only shows 16 colours.

SID is also a 16 Bit Sound device, but limited to 3.5Khz for making good music with dull sounding.

 

 

The Atari was created by some technically brilliant people, but geography wasn't their business and all outside the USA seemed to be unworthy, when creating the machine.

Being the top notch in 1979 for connecting it to an NTSC TV set , well, also the replay speed of 60 steps per second for Music fits good.

For the international market it was more than necessary to do more than just set some timings different.

 

People outside the USA realized is fast and companies like Commodore could do a step into the right direction.... just like adding the colours in hires and using a Soundchip the self-processing ADSR features.

 

Emkay, good and resume all I've.

Although sad for A8 users.

 

 

But PF2&3 on A8, limited to 64chars are two extra PFs.?

It will be possible and the machine is still the same...

 

 

On Hi-Resol. Grr.0 having PF1 and PF2, or having this or any other registers it will be the same. Give me a good reason/explanation why not use PF0 and PF3 here (PF3 only use if you enable 5th Player).

Why not PF1 controls Pixels, and PF2&PF3 for <127 and >=128 like on Antic4.

 

 

 

This is nothing to do with 12bit or any other thing you could say to forgive them :x

 

 

 

But, we must live with what we have...

Greetings.

José Pereira.

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oh just bog off Emkay.

 

why must you always attempt to turn anything with the word "c64" into a vs thread?

 

this is in NO WAY a vs thread its a tech question thread.

 

nobody here said anything about "faster","better" or any shit like that until u piped up.

 

and you whine when u get banned for blatantly trolling. :ponder:

 

Jose asked a technical question and got answered in a technical manner

 

just deal with it. :roll:

 

Steve

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O.k., I think that Emkay in is deep, deeply inside is also feeling angry and revolted like me :ponder:

 

 

Returning to technical things.

 

 

TMR answer this about LN:

"All the Last Ninja series run in multicolour bitmap mode, that has a shared background colour like multicolour character mode, but three freely selectable colours per 4x8 pixel attribute cell - that means the first 4x8 pixel "character" at the top left corner of the screen can use two shades of blue and cyan, the next one can use two shades of red and light grey, the third use all three greys, the fourth can be brown, purple and green and so on."

 

This is the big , big problem I'm getting...

LN1 it more simple abnd mostly of it can fit into PF2&3 stuff.

LN2&3 is technically the same but the Chars are constantly changing the 3colours.

(slmost impossible to get a Master of how to get PF2&3)

 

 

 

The first thing I always get is what are the cchanging colours.

This is why this Thread is about...

If it were in a Multicolour Char C64 Mod, I'll simply get:

- 3colours (no changing in all Chars)

- ColourMap colour: 2 in PF&3 and others using PM2&3, and even more if using PRIOR0).

 

 

That is the sad thing.

It was good to know how LNs. is using the Screen (BitMap and not CharMode, although, in C64 it fetches to an 4x8 Char basis).

 

But nothing it's impossible... as I've post on the past.

Don't need to have the same colours and/or/nor at the same places.

With PRIOR0 and large Pallete probably the same nº, more realistic ones,...

 

I think I would return to this one in a days by now...

 

 

That's why I will continue ;) with this questions.

I think I'm very near to get and know almost all I want to start some things in a more professional way...

Probably only time (and you ;) ) will tell.

 

 

 

 

 

 

Greetings.

José Pereira.

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oh just bog off Emkay.

 

why must you always attempt to turn anything with the word "c64" into a vs thread?

 

this is in NO WAY a vs thread its a tech question thread.

 

nobody here said anything about "faster","better" or any shit like that until u piped up.

 

and you whine when u get banned for blatantly trolling. icon_ponder.gif

 

Jose asked a technical question and got answered in a technical manner

 

just deal with it. icon_rolleyes.gif

 

Steve

 

 

Really interesting. How biased has someone to be, to see a comparision of the "truth" as an offence?

 

There is no "versus" in my post. So have a look at yourself before starting an attack towards others.

 

It was a simple answer to the last post of José , not addressed to some C64 kontingent...

 

I always say, the C64 was a cheap release, because it is the truth. It is also the truth that all "Atari is the best" refers to ther fact that the Atari was there before, and some features were better than those of the C64.

If Commodore had built a 2MHz processor, 256 colours and some better audio, there simply was no "vs" in the history.

It was better than all other "8-bits" then....

 

Atari made the biggest mistake, NOT to release an "international" Atari. They just set some timings different and told people lies to sell their machine.....

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But PF2&3 on A8, limited to 64chars are two extra PFs.?

It will be possible and the machine is still the same...

 

 

On Hi-Resol. Grr.0 having PF1 and PF2, or having this or any other registers it will be the same. Give me a good reason/explanation why not use PF0 and PF3 here (PF3 only use if you enable 5th Player).

Why not PF1 controls Pixels, and PF2&PF3 for <127 and >=128 like on Antic4.

 

Well, GTIA's too slow to do multicolour playfields in high resolution.

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O.k., I think that Emkay in is deep, deeply inside is also feeling angry and revolted like me :ponder:

 

 

Returning to technical things.

...

I don't quite understand why you're claiming "MORAL OF THIS (SAD, for A8) STORY:" from some specific case in your case. Perhaps, it's sad story for you but don't generalize for the rest of the people. Nor can you generalize for A8 graphics from your specific case of porting C64 stuff to A8. Perhaps, you need to stop porting and target the A8's strengths.

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nobody listen to the 2 stooges.

 

we have seen them in action too many times before to fall for it.

 

just ignore them and carry on with the tech aspects of any question.

 

nobody here wants to play your "versus" games so pack up and shove off.

 

Steve

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nobody listen to the 2 stooges.

 

we have seen them in action too many times before to fall for it.

 

just ignore them and carry on with the tech aspects of any question.

 

nobody here wants to play your "versus" games so pack up and shove off.

 

Steve

 

Yeah, just blindly accept everything. Don't speak out against lies and false claims. Just accept. I'm not playing any versus game especially with you. I didn't say anything about or against C64 if you even read my post. You are DEAD wrong here as well.

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General reminder that there will be different personal opinions and people see things from their own unique perspective including as we have so often seen very different technical ones.

 

Please stay on topic, keep it respectful, not demean anyone, and not start 'which is better arguments' or argue about or fingerpoint at someone for doing any of the above.

 

There is a lot of info here so lets appreciate that diversity. Thank you.

 

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nobody listen to the 2 stooges.

 

we have seen them in action too many times before to fall for it.

 

just ignore them and carry on with the tech aspects of any question.

 

nobody here wants to play your "versus" games so pack up and shove off.

 

Steve

 

The only point , why some C64 related guy is posting in an Atari related Forum ist the "vs". Explanations are not equal to VS.

 

The "vs." is in YOUR head, not in the posts. Do you get it? I don't think so. Possibly it has to do with the fact that you come from a country where people drive car on the left side of the road, just to have a better chance hitting someone with - a weapon in the - the right hand in a vs. fight .

 

Possibly you will deny it, but this is also written history.

 

Multicolor Charmode is a nice thing, the A8 don't have. A comparision to the A8 you will always find here, because it is an Atari related forum .

If you cannot accept it, and see youself attacked by simple comparisions, you'll never recognize that You are doing the troll here.

 

 

It's just as simple. While the C64 has it's advantages, caused by the fact that it was simply "new-er" , the A8 offers features with it's older technical achievements, that make it look better in other cases. Just like having some 3D looking scene in 256 colours and playbable fast fps....

 

Just a reminder:

 

 

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