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BASIC PMG


paladina

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...but if you are looking at 160*240 mode, then maximum (without doing interlace) is more than 40 colors/scanline using GPRIOR mode 0.

In theory, but not in practice.

 

Without mid-scanline register changes, the maximum with GPRIOR 0 is 23 colours.

...

Without mid-scanline register changes, maximum is 23 colors in 160*240 mode.

 

However, we could change some palette values on the fly,

but then you'd also need to reposition ALL the PMs on the fly,

just to be sure you have maximal usage of the GPRIOR features.

That's slightly too much for poor little Atari I'm afraid.

 

...but, the idea is still interesting.

...

You don't have to reposition ALL the PMs on the fly. You can just modify the PF0..PF3.

 

We could come close to 40 colours per scanline I think. Maybe 32 or 35. (first guess)

 

(or do you have some example pic?)

 

One method is to use ANTIC E' mode as shown in this skeleton BASIC program. E' mode would use up 8..12 cycles per scanline but give you PF0..PF3 so you don't waste missiles for PF3 which in turn allow you to re-use 4 players (as missiles) without any cycles. I haven't done midscanline changes in this program yet, but it gives you set up for doing 40+ colors/scanline.

 

1 REM DEMO FOR ANTIC E' MODE (5-COLOR MODE with linear graphics) W/GPRIOR MODE 0

10 GRAPHICS 8

20 FOR T=81 TO 159 STEP 2:COLOR 1:PLOT T,0:DRAWTO T,159:NEXT T

22 FOR T=160 TO 240 STEP 2:COLOR 1:PLOT T,0:DR. T,159:NEXT T

24 FOR T=240 TO 319:COLOR 1:PLOT T,0:DR. T,159:NEXT T

30 POKE 712,144:POKE 623,64:POKE 704,32:POKE 705,128:POKE 706,64:POKE 707,16

35 POKE 53260,255

40 POKE 53265,255:POKE 53252,128:POKE 708,6:POKE 709,8:POKE 710,12:POKE 711,14:GOSUB 60

42 T=1:DT=.1

45 POKE 53252,T:POKE 53253,T+8:POKE 53254,T+20:POKE 53255,T+28

50 T=T+DT:IF T<1 OR T>208 THEN DT=-DT

55 GOTO 45

60 FOR T=1536 TO 1600:READ A:POKE T,A:NEXT T

70 POKE 54286,0:POKE 512,0:POKE 513,6:POKE 54286,192

80 DL=PEEK(560)+256*PEEK(561)

90 POKE DL+3,143+64:REM DLI at end of 1st displayed line (93 64-cycle lines before next LMS)

92 FOR T=DL+40 TO DL+80:POKE T,14:NEXT T

95 RETURN

99 REM In line 140, 208 is BNE followed by value = (256-Bytes to BranchBackTarget including count byte)

100 DATA 72,169,093,133,203,169,0,141

110 DATA 010,212,141,027,208,169,096,141

120 DATA 027,208,165,0,169,0,234,234

125 DATA 234,141,027,208,234,234,198,203

135 REM SEC = $38, ROR abs = $6E

140 DATA 208,229,169,096,141,27,208,104

150 DATA 64,234,234,234,234,234,234,234

160 DATA 234,234,234,234,234,234,234,234

170 DATA 234,234,234,234,234,234,234,234

180 DATA 234,234,234,234,234,234,234,234

RUN

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thanks for nice demo,but i think its not help me,the problem of PMG is that are too short,only 8 pixel,damm... then other way...how to become 6 colors in every line on any pixel what i will or need...lock at the DOC.ZIP, it simpli date program to load and draw from bits, in this way I need become more colors to the pixel line...then how? thx.

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thanks for nice demo,but i think its not help me,the problem of PMG is that are too short,only 8 pixel,damm... then other way...how to become 6 colors in every line on any pixel what i will or need...lock at the DOC.ZIP, it simpli date program to load and draw from bits, in this way I need become more colors to the pixel line...then how? thx.

 

That was reply to someone else to prove you can get 40+ colors/scanline in 160*240. Also, GPRIOR mode 0 works even if you expand sprites to 4X wide and the ORing is still at color clock resolution. There's other algorithms to achieve more independence of color useage but BASIC would be too slow for more complex solutions.

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Ok...many information, many thanks to all. Lets next way...I know hot to load in TurboBasic simply .MIC picture...and in basic .PIC (Koala), now I need little program in Turbobasic to can load any of this .INP (InterPainter) or .RAW (XL PAINT MAX) maybe others asi .TIP, .CIN. .HIP ( I know that is possible, because I see anywhere little basic program for load .CIN...but where..) and other question...is possible that the INP dont blick or is it normal? ( I see it for first time this graphics ) and I see somewhere picture as XEX but id dont blick as the same as INP... Thx.

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Ok...many information, many thanks to all. Lets next way...I know hot to load in TurboBasic simply .MIC picture...and in basic .PIC (Koala), now I need little program in Turbobasic to can load any of this .INP (InterPainter) or .RAW (XL PAINT MAX) maybe others asi .TIP, .CIN. .HIP ( I know that is possible, because I see anywhere little basic program for load .CIN...but where..) and other question...is possible that the INP dont blick or is it normal? ( I see it for first time this graphics ) and I see somewhere picture as XEX but id dont blick as the same as INP... Thx.

I really don't understand this. What is your first language?

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Ok...many information, many thanks to all. Lets next way...I know hot to load in TurboBasic simply .MIC picture...and in basic .PIC (Koala), now I need little program in Turbobasic to can load any of this .INP (InterPainter) or .RAW (XL PAINT MAX) maybe others asi .TIP, .CIN. .HIP ( I know that is possible, because I see anywhere little basic program for load .CIN...but where..) and other question...is possible that the INP dont blick or is it normal? ( I see it for first time this graphics ) and I see somewhere picture as XEX but id dont blick as the same as INP... Thx.

I really don't understand this. What is your first language?

Let me take a guess: BASIC is his first language.

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Ok...I when I will do programs then in Turbo Basic 1.5. And Finaly I find the graphics what I search... its 160 x 100 with 16 colors! Its look realy amazing...I think I will do games as Henry House..but its to hard and specific for every rooms...not easy to do..but this look easy and very nice too..ok...then QUESTION, how it work in real..can anybody look in XEX and study it for me?

post-24943-125966067334_thumb.jpg

Indigen_Atari_XI.zip

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Ok...I when I will do programs then in Turbo Basic 1.5. And Finaly I find the graphics what I search... its 160 x 100 with 16 colors! Its look realy amazing...I think I will do games as Henry House..but its to hard and specific for every rooms...not easy to do..but this look easy and very nice too..ok...then QUESTION, how it work in real..can anybody look in XEX and study it for me?

 

no need to check XEX, its obvious. image is in gr.15 ($0E), background color is black. Odd scanlines have blue,green,brown color and even scanlines have 3 shades of gray. So these colors are changed by DLI in every scanline.

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Paladina, it might be an idea to take a look at other existing Turbo-basic games (I know Tetricize & SkyScraper recently posted on this forum are written in TB) to get an idea of what is realistically possible under Turbo-basic as opposed to games written using assembler etc. :ponder:

 

What programming have you done so far on the Atari (or elsewhere) :?:

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Is there any DLI in every scanline for this that change the colors? Or can you do any little for me in TurboBasic, I will this use if possible to make better pictures. Thx.

 

Ps.:I am really beginner in Atari Programing :D but I have an Idea and Pleasuer in this as my hobby. In future I will do my own projects, reprograming any legend games from other computers and help to other programmer... now I must learn this with all yours help...then THANKS anybody for help and please no critique :P

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