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CrudOMatic

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Combat Commando

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  1. 25,920 clocks (at 216 scanlines) w/o overhead on 1BPP - Jeebus. MARIA is what some odd 3Mhz, but I guess the DL/DLL overhead is a real killer, especially because of DMA. I might be getting that wrong though. Well, crud. Color is a real killer for me, if I can get 25 at 160 but 9 at 320, I guess I'll have to stay in the low res realm. I was really looking forward to that too (hi res level, low res sprites w/ more color). I know I can do tricks to squeeze in more colors, but I'm just plunking around right now - kinda too advanced for me right now. BTW, what is the max (visible) vertical res in 160?
  2. I wonder what the logic behind neutering color in 320 mode was? But 320A actually sounds more attractive, 8 pals, 1col, 1bg vs. 2 pals, 2cols, 1bg - 9 vs 5 hmmm... have an idea - is it possible to use 320A and a 160 mode simultaneously - like maybe draw a level in 320A and draw sprites in 160 (so they could be more colorful)? Or would that approach be more trouble than it's worth?
  3. Nice method. I'm actually trying to read up on as much documentation as possible - would it have been better to use the 320A mode? I can't remember where I read it, but doesn't it give you 12 colors (4 palettes of 3 colors each), but with a funky data layout? Not sure if it was 320A, but I might be wrong about a 320 mode allowing 12 colors... Also, it was my mistake on the vert res of 270 - I just measured the inside of the ProSystem window, which came out to 270
  4. How did you get the 320x270 resolution? with that many colors?
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