These are only Work-in-progress examples - the final versions will have extra stuff not shown yet...
We had to release these at this time - not of our own choosing, but because someone else could very release something in the same graphics mode (which did happen in the first example) - and it's never a good feeling, when your own work goes unrecognised (eg. when Laser Hawk was released, I did think it was the first NZ made computer videogame? but it seems it was beaten by 'Dinky Kong' for the Vic-20 - of which no screenshots or copy of it, is to be found... by a year maybe?).
Anyway I don't think GTIA modes 10 and 11 have been used in computer videogame before? And GTIA 9 has never been properly used in a game, until this year...
While this project is on a very very slow development cycle - there are many different things we are working on (and testing/evaluating/etc...) and what does work, will be used... much of what we are doing now - could have been possible to do some 25 something years ago - if the time and effort was put into it... and certainly the democoders could have experimented in this area any time from the late 90s'... onwards.. I was not impressed by much of the demos made by democoders, etc - although only a few of such demos did stand out..
There have been other games which used modes 10 and/or 11 ... there was a Tetris game written by someone on here that used Graphics 0.10 (as I call character modes using GTIA) ... and I also did a remix of Itay's The Wall tetris game. Itay's version used COLRVIEW mode, a triple RGB interlace that does 64 colors but flickers badly. I modified the code to use an ICE mode called CIN 12 (or CIN lo-res) that uses Antic 4 but alters the GTIA every scanline between normal Antic 4 and Graphics 12.11 to display 60 colors onscreen at once. This usage of mode 11 under Antic 4 allowed for the use of only 14 of the 16 colors, and you have to use inverse characters to get at 5 of those colors.
There was also a game called Cygnus XL that used APAC mode (9+11 every scanline) for part of the display as well.
I also found a couple of breakout clones that used Graphics 0.9 ... can't remember what they were called, one of them only used 9 for part of the playfield border, the other actually used it for the blocks. I even tried to play around with these modes in my 80's programming days ... most I got out of it was this nice little opening screen for a utility I wrote called Textdraw. The title screen was done using Graphics 0.10 ...
I also wrote a chess timer once, which used Graphics 1.10 (or mode 10 under Graphics 1) ... it's a 20 column mode like Graphics 1, but you get Antic 4 style characters (4x8 pixels) with between 3 to 4 colors per character cell, using three different color ranges.
I've always thought there should be more games which use the GTIA modes in character mode ... not only Graphics 0, but also Antic 4/5, and Antic 6/7 (Graphics 1 and 2) ... it's really an unexplored area of Atari graphics.
Edited by Synthpopalooza, Mon Aug 5, 2013 10:24 PM.