peteym5 Posted August 15, 2017 Share Posted August 15, 2017 I am having an issue with VBXE Color Map mode + 320 wide Sprite Overlay together at the same time. The color map is active, but the sprites do not appear. When the color map is disabled, the sprites do appear. Are there any known issues with both the Color Map + 320 wide Sprite Overlay at the same time. These appear to work together in the Altirra emulator, but work differently on real hardware. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted August 16, 2017 Share Posted August 16, 2017 Unfortunately I still do not yet have a VBXE installed in a machine. When I get my 1088XEL board back, the plan is for it to be a fulltime PAL + VBXE2 system. This may still take a few weeks however. Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 16, 2017 Share Posted August 16, 2017 The bitmap and text overlays work fine with attribute map enabled. The important thing to know is that attribute maps have priority and palette overrides per cell which means you need to initialize them to valid values else your graphics might use the wrong palette or not be visible over the Antic graphics. The priority bits select the priority register use in each cell so they need to be setup as well. Quote Link to comment Share on other sites More sharing options...
peteym5 Posted August 16, 2017 Author Share Posted August 16, 2017 (edited) Thankyou very much for that information. I looked into this and discovered something in the VBXE PDF 1.26. The "Local substitute of the COLPF2 register" has the ability to select palettes, collision detection, res over ride, and local priority. I am not sure which setting will put the VBXE sprites on top of 320x background + color map. It will be a trial and error process. Edited August 16, 2017 by peteym5 Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 17, 2017 Share Posted August 17, 2017 (edited) They're not sprites, it's a proper bitmap. There's also the bitsetting that allows transparency for pixel 00 and pixels 00-0F values to be over or under GTIA graphics. It's not trial/error - if it's done properly you get the results as specified. But colourmap adds a whole new layer of management, although just dealing with it via blitter can make it easier. Don't forget there's 3 types of collision detection - the one that works on blitter against existing bitmap data and the one for overlap of GTIA graphics. And the legacy GTIA registers. Edited August 17, 2017 by Rybags 3 Quote Link to comment Share on other sites More sharing options...
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