José Pereira #1 Posted July 17, 2009 I like very much to be here. We start talking about a hting, then someone show another, other some screens, others put their questions,... At the same time and in the same post... Yes, I'm not jooking! Now I realise, how many things I learned in the last (probably) 2/3 months. So, I saw here a screen of a game. I won't say wich one, by now. And I start thinking in something. It's because I want to know: IN G2F YOU ONLY HAVE THAT PRIORITY IN HI-RESOL. DOES A8 HAVE MORE PRIORITIES IN HI-RESOL. SCREEN MODES? (And, by the way, in MIdlle resol. only 0,1,2,4,8 or other numbers valid?) A good night to all of you. ATARIAN DREAMS (AND/OR/WITH A GOOD/BEAUTIFUL GIRL) José Pereira. Quote Share this post Link to post Share on other sites
peteym5 #2 Posted July 18, 2009 If you are referring to graphics 0 text modes and graphics 8 modes (320 wide). Bits 0-3 of the priority setting does not do anything for player/missile graphics. Combining missile colors(bit 4) & 2 player overlaying still does work(bit 5). Wherever a player crosses a play field pixel, it will take on the chroma of the player/missile, but the luma of the play field. Think of it merging together. Some people take advantage of this to create different colored text boxes or create multi-luma sprites by mixing pixels from the play field and player/missile graphics. Quote Share this post Link to post Share on other sites
atariksi #3 Posted July 19, 2009 If you are referring to graphics 0 text modes and graphics 8 modes (320 wide). Bits 0-3 of the priority setting does not do anything for player/missile graphics. Combining missile colors(bit 4) & 2 player overlaying still does work(bit 5). Wherever a player crosses a play field pixel, it will take on the chroma of the player/missile, but the luma of the play field. Think of it merging together. Some people take advantage of this to create different colored text boxes or create multi-luma sprites by mixing pixels from the play field and player/missile graphics. Bits 0..3 does do something in Graphics 8/graphics 0. You can put sprites behind the playfields, front of the playfields, split (some front/some back), and same level as playfield (GPRIOR mode 0) which causes the merging. However, you are correcting about PM mixing with playfield 1 to get colored text in hi-res. Quote Share this post Link to post Share on other sites