Darn I think I missed something, I didn't realize my color options would be limited like this with only one color per column. Is that how it always is since that is a game changer, I'll have to rethink the pattern arrangement if this is normal?
What "column" are you referring to?
Trying out New Coleco's editor(Mode1) some to get acquainted more with it, I wonder if he's open to some additions to its functionality. I get the feeling he doesn't want to revisit it much.
Daniel's not really around anymore...
Is the default Coleco font on a Rom or can it be altered, just curious?
The default ColecoVision text font is part of the BIOS, so it's ROM.
Anyway just trying out a mostly PETSCII based pattern table, pure ANSI approach of no sprite use but more colorful than Text mode. How does one use multiple Char Sets in this editor, like Mode 1 having up 2 Char Sets and Mode 2 having up to 3 Char Sets?
Mode 1 has 2 char sets? I beg to differ...
Quick question about Multicolor mode, is the sprite space the same as it is in Mode 1 of 128X64 or is it less, I looked for a good hour but couldn't find it?
Okay, now I have to ask: Is it really true that you can't define more than 32 sprite patterns in mode 1 on the CV? Because that's certainly news to me. I've never programmed anything on the CV using mode 1, but I have always assumed that the sprite pattern table was always capable of containing 64 sprites regardless of the graphic mode (excluding text mode, of course).
Also, can you define what you mean by "sprite space"? That kind of vocabulary is confusing because there are two distinct sprite tables in VRAM, namely the sprite pattern table and the sprite attribute table, and I don't know which table you're referring to when you use the term "sprite space".
Also, where does the "128x64" thing come from? I find your posts a little hard to follow, BladeJunker...