José Pereira #1 Posted May 25, 2009 In your forum on the c64vsAtari someone show the combinations between players, players and playfield, players and playfields by their own. That was translated from one of that old atari programming books. The author said all the combinations will give 23 colours, but even he don't know how to explain. I read this part of the book many many times and I don't understand how? You can do combinations with them? You can. But on one line you can only have 4sprites and missiles at once (or 2 multicoloured sprites and the 4missiles or 4missiles together as the 5th sprite). Someone can explain if this is true and how it works? And the third colour on Multicoloured sprites where I get it? With 2 multicoloured sprites, I get 1 or 2 third colour (in games like Mirax or Guardian you get 2)? And in this games they are diferent from any of the playfield colours, I think (I know that 5th sprite colour is from 711, the PF3, I think that 3rd colour it isn´t). Thanks again. José Pereira. Quote Share this post Link to post Share on other sites
atariksi #2 Posted May 25, 2009 In your forum on the c64vsAtari someone show the combinations between players, players and playfield, players and playfields by their own.That was translated from one of that old atari programming books. The author said all the combinations will give 23 colours, but even he don't know how to explain. I read this part of the book many many times and I don't understand how? You can do combinations with them? You can. But on one line you can only have 4sprites and missiles at once (or 2 multicoloured sprites and the 4missiles or 4missiles together as the 5th sprite). Someone can explain if this is true and how it works? And the third colour on Multicoloured sprites where I get it? With 2 multicoloured sprites, I get 1 or 2 third colour (in games like Mirax or Guardian you get 2)? And in this games they are diferent from any of the playfield colours, I think (I know that 5th sprite colour is from 711, the PF3, I think that 3rd colour it isn´t). Thanks again. José Pereira. Don't know who you are referring to with your vague blurb above but my explanation was based on experiment not from any books. Perhaps, you are talking about someone else. For Gr.15, I wrote something like the following: P0|P1 = 3 colors (in p/m multicolor mode) P0|P1|PF0 = 3 colors (GPRIOR mode 0) P0|P1|PF1 = 3 colors (GPRIOR mode 0) P2|P3 = 3 colors (in p/m multicolor mode) P2|P3|PF2 = 3 colors (GPRIOR mode 0) P2|P3|PF3 = 3 colors (GPRIOR mode 0 w/Player 5 used as PF3) PF0, PF1, PF2 by themselves (no overlap-- normal 160*200 antic mode E) = 3 colors PF3 = 1 color (Player 5 by itself (no overlap)) BAK = 1 color (background) ----------------------- Total: 23 colors/scanline. The "|" is the symbol for "OR". Quote Share this post Link to post Share on other sites
MaPa #3 Posted May 25, 2009 (edited) In your forum on the c64vsAtari someone show the combinations between players, players and playfield, players and playfields by their own.That was translated from one of that old atari programming books. The author said all the combinations will give 23 colours, but even he don't know how to explain. I read this part of the book many many times and I don't understand how? You can do combinations with them? You can. But on one line you can only have 4sprites and missiles at once (or 2 multicoloured sprites and the 4missiles or 4missiles together as the 5th sprite). Someone can explain if this is true and how it works? When you set lower 4 bits of GPRIOR ($26f ($d01b)) register to 0 then you set a little complicated mode where playefield 1&2 mixes (OR operation on the corresponding colors) color with player 1&2. So where player 0 or 1 overlaps playfield 1 or 2 there will be displayed playfield color OR player color. Playfield 2&3 is mixed with player 2&3 the same way. Playfield 3 is only on inverse character, the 5th color as you asked in other thread or when you combine missiles to 5th player it is also like playfield so it is mixed with player 2&3. In addition you can set multicolor sprite mode, so there can be mix of playefield OR player0 OR player 1. You can see GPRIOR 0 in action in my two intros in my signature. Crossover (the intersection of the circles is colored by this mode, two circles are pmg and one circle is playfield) and The New Year's Miracle (the colorful belt build from bricks, it's playfield graphics overlayed and mixed with pmg.. up to 20 colors per line there. And in this mode priority is like this: P0,1 + PF1,PF2 >> P2,P3,P4 + PF2,PF3 >> bak And the third colour on Multicoloured sprites where I get it? With 2 multicoloured sprites, I get 1 or 2 third colour (in games like Mirax or Guardian you get 2)? When you set multicolor sprites (set bit 5 of GPRIOR register $26f ($d01b)) then you have first color for player 0, second color for player 1 and the region where these two players overlap each other it will display third color which is player0_color OR player1_color (i.e. if you have player0 color $28 and player1 color $8a then the third color will be $28 OR $84 = $ac). The same applies for player2&3 and corresponding missiles to each players if not set to 5th player. Edited May 25, 2009 by MaPa Quote Share this post Link to post Share on other sites
NRV #4 Posted May 25, 2009 Here.. I like to reuse this picture the vertical bars are the players 0/1 , 2/3, and the missiles 0/1, 2/3 the horizontal bars are the colors in registers 708, 709, 710 and 711 the graphic mode is Antic 4 using the fifth color (the green line).. no DLI's you can count 23 colors, including the black: - 5 for the playfield - 6 for the players - 12 for the combination between players and the playfield NRV (well, you can do more, but things get a little more complicated..) (this was for "that" other thread, but I'm taking too much time and that thread is gone for good ) Quote Share this post Link to post Share on other sites
Heaven/TQA #5 Posted May 26, 2009 well... I missed that one... it looks like mode10 involved due to the pixel clock shifting? Quote Share this post Link to post Share on other sites
atariksi #6 Posted May 26, 2009 well... I missed that one... it looks like mode10 involved due to the pixel clock shifting? The player/playfield mixtures when gprior has bits 0..3 set to 0 does not require pixel clock shifting and works with all ANTIC modes and Graphics 10. Graphics 11 and 9 don't allow the mixing but they have another mixing feature of player #5 ORing with any of the 16 colors. Quote Share this post Link to post Share on other sites
NRV #7 Posted May 27, 2009 well... I missed that one... it looks like mode10 involved due to the pixel clock shifting? no, the "shifting" is just vertical dithering.. is a plain gr.15 (antic 14) screen with 192 different scan lines NRV Quote Share this post Link to post Share on other sites
Heaven/TQA #8 Posted May 30, 2009 well... I missed that one... it looks like mode10 involved due to the pixel clock shifting? no, the "shifting" is just vertical dithering.. is a plain gr.15 (antic 14) screen with 192 different scan lines NRV ah.... that's oldschool... Quote Share this post Link to post Share on other sites
NRV #9 Posted May 30, 2009 ah.... that's oldschool... be thankful that I don't used "page flipping" ! NRV Quote Share this post Link to post Share on other sites