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I'm sure this has been asked a dozen times before, but I tried searching the forums to no avail. If you want to create a 96-pixel display (perhaps for a 12x 8-pixel-wide character display), you might set NUSIZ to 3-copies-medium for something like this: P0 - P1 - P0 - P1 - P0 - P1 - (the dashes represent 8-pixel-wide spaces) Then, on the next scanline, you would shift P0 and P1 eight pixels to the right: - P0 - P1 - P0 - P1 - P0 - P1 Then you would shift back to the left for the next scanline. Classic venetian blinds effect. So my question is this. How do you deal with the problem of only being able to HMOVE 7 pixels to the left per scanline when you need 8 pixels? Do you need to perform a shift on the graphics to fake it? (...if you have enough cycles, otherwise you would need a second graphics table that is already shifted). That could work for a character display because there are spaces between letters. But is there a better way to do this, especially if you need to use all 96 pixels without any blank spaces? Do you need to strobe the RESPx registers in order to do this? That's the only other way I can think of that might work, but I'm not sure, I haven't done any of that yet. I don't have any example code yet. I simply set up the players and NUSIZ, but that's it, no graphics or HMOVE's yet. I'm just trying to figure out the best way to do it now rather than going down a few dead ends.
Hey y'all! I'm currently in the process of writing an article detailing the history of the "Venetian Blinds" program for my website, and was curious if anyone wouldn't mind helping to fact-check some bits of information I'm looking to convey with it? Atari Compendium provides what is billed as a manual for Venetian Blinds, which is certainly more than a little suspect: Obviously, with the game never having an actual box copy or retail release of any sort, there's no reason why Activision would've bothered to mock up a manual for it. Furthermore, the production code listed on the last page (AG-004-03) corresponds to Fishing Derby, implying that release as the template for this spoof. All that being said, the included "Tips from David Crane" page is actually a decent little resource of information, and I'd love to track down a source on where those quotes were initially pulled from? In describing the actual "Venetian blinds" rendering technique, I try to provide a simple explanation to the effect of "it cuts out rows of horizontal pixels from alternating sprites in order to bypass the sprite limit." Is this a fair way of explaining it, or is it perhaps a bit too over-simple? Also, I use Video Chess as an example of the effect in action, but I'd like to know of any other titles that utilized the effect to a noticeable extent. A number of different sources seem to attribute a 1982 "release date" to the Venetian Blinds demo, but that strikes me as somewhat odd. With Atari seeming to having filed their suit against Activision at least two years earlier, and the venetian blinds technique being a major point of contention for them, I'd have to assume that the Venetian Blinds demo was probably produced fairly early in the course of the court hearings -- maybe as early as 1979, even. Is this 1982 release date simply chosen to correspond with the fact that it's at least known to predate Barnstorming (what with it using the same sunset and all), or is there some other story at play here? (The attached image is something like my attempt at a reconstruction of what the cover art for the title may have possibly looked like, based on the mock-up art provided in the early 2000s Activision Anthology releases.)