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José Pereira

PMs Priorities in Hi-resol.

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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.

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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.

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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.

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