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Priority 2 in hi-res modes


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Hi.

Priority 2 works like this (high->less prior):

P0/P1

5th PLAYER MISSILES

PFs

P2/P3

 

What could I get if choose it for hi-res GR.0 and 8 modes?

Sure P0/P1 and 5th PLAYER MISSILES would work like in priority 1 but what about P2 and P3? They aren't seen?

 

The reason I am asking this is that I need on hi-res to have the MISSILES in 5th PLAYER mode over P2/P3 and is the only mode that gives it.

Can you answer and/or anyone here, kindly, could just change to me the Assembly line code of two .g2f files from Prior 1 to 2? It seems easy, please?

Thanks.

:thumbsup:

 

P.s.- My call is it because G2F only accept Priorities 0 and 1 on hi-res GR.8 charmode that seems to be, in reality, the only usefull ones.

Edited by José Pereira
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Yep, with Prior = 2 you can't view PM2/3 in the hires graphics modes.

 

There's a special case with the hires modes. PF2 even though background by definition still maintains ability to take priority over PM objects. PF1 inherits the colour of PF2 and collisions occurring with PF1 are reported as if occurring with PF2.

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The way hires screens work for priority: the whole playfield is treated as PF2 regardless of pixels, then after playfield and P/M graphics are merged, PF1 luminance is applied to everything according to hires pixels. The hires pixel data essentially bypasses the whole priority system. This means that P2 and P3 will be covered by the entire playfield area in priority 2 no matter what the playfield data is.

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So in hi-res I can't ever get MISSILES in 5th PLAYER mode over P2 and P3?

I could get it using Prior 0 but with lots of constraints because P2/P3 will OR colours and luminances with PF2 and with the Missiles they go over them.

In my particular case PF2 is light blue colour 8, P2 is dark gray and P3 is gray (gives multicolour white) and M in 5th P mode are dark colour E.

This in Prior 0 and my P2/P3 grays/white are blues and when overlap M they cover it.

What I want is P2/P3 grays/white that is fine using Priority 1 but they should get covered by the MISSILES that seems there isn't a way to get it, or there is?

Shi...

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If you check the priority chart in the HW manual, PF3/P5 can have priority over PM2-3.

 

Bit 1=1 ie PRIOR=02, P0/P1 top priority followed by PF0-PF3 then followed by P2/P3 then Bak.

Bit 2=1 ie PRIOR=04, PF0-PF3 top priority followed by P0-P3 then Bak.

 

It's only bit 0=1 and bit 3=1 settings where PF3 has the lowest priority.

In all cases where PF3 has equal priority with other Playfield types, the missiles in 5th Player/PF3 mode should get priority.

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We don't "never see P2 and P3" in hires. There's plenty of games around that use all the PMGs in hires mode.

 

You have to set the priority right. Remember that they're bitsettings and you usually only have one active at a time.

So the values you'd need to be giving a go are 0, 1, 2, 4, 8.

Note those are bare values that don't account for 5th player, multicolour player or GTIA modes.

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Rybags from my others posts:

Of course that you can see P2 and P3 in hi-res but they are always above Ms in 5th P mode using the two possible priors that are Priority 0 and 1.

What I ask and my need is that P2 and P3 go behind Ms and could be if using Prior 2 but then in hi-res this one wouldn't work because they aren't seen.

It seems that there is no way to have in hi-res this (that is Prior 2):

P0/P1

Ms (5th P mode)

(PF1/2)

P2/P3

*(no matter to me and that I know, the PFs 1 and 2 interaction).

Edited by José Pereira
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Problem is that it should be the way I posted. I need to have the 4MISSILES as 5th PLAYER because they are in quadruple width colouring four gfxs on the line.

Then I have one gfx that goes behind them that is P2/P3 multicolour.

P0 is our player and P1 its shot(s) but these two there's no problem as they never go onto that MISSILES gfxs cells.

Because those gfxs can be differently placed across the screen and also aren't together but can be many across the line (though never more than 4) that needs to be MISSILES and in quadruple width 5th PLAYER MODE.

Also, that object needs to have 3colours and that's why it should use P2/P3 to get a 3rd colour by enabling multicolour mode.

Edited by José Pereira
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Tebe and that is Prior2. But aren't it impossible in hi-res modes using P2 and P3 because they are behind PFs so they are never seen? Or are the left bars P0 and P1?

 

 

Here's my case (don't worry about PFs because there isn't any for what I have in mind ;)):

post-6517-0-34992500-1465224867_thumb.png

-> Guy and shot are P0 and P1 and goes above all with no problem;

-> The moon must be P2/P3 to get white as the 3rd colour, the multicolour one;

-> Then those cells have to be MISSILES in 5th PLAYER mode because there are many across the screen and at the same line;

Also because they are on grounds and the moon must 'move' behind/masked by them (and using Prior1 the moon goes above which isn't correct):

post-6517-0-45053400-1465224954_thumb.png

Edited by José Pereira
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