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PMs scanline changing colours


José Pereira

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post-6517-0-73034200-1316180626_thumb.png

 

WARHAWK uses ANTIC4 and here, for example (checked using a Monitor):

PF0- Light Gray

PF1- Gray

PF2- Dark Blue

PF3- Light Brown

And then our ship it's P3 but each scanline have a different colour.

Is this simple to do in ANTIC4, even with the Badlines?

 

 

I am seeing a game that will be exactly the same because it's using ANTIC4 and there isn't any DLI on the Gfxs, just all screen Playing Area in 5colours.

The game isn't even really hard, difficult coding and doesn't need any special tricks... just ANTIC4 and 4or5 soft sprites on all screen.

 

The PM1,PM2,PM3 would be simple <soft sprite with PMs. overlays>

But on 'our guy' I'll need to have a DLI at the middle scanline of his Body,like:

PM0: Top of the Body: T-shirt - White

----DLI----

PM0: Bottom part of the Body: Trousers - Blue

(The man would move 8ways Joystick, like the ship on Warhawk)

 

There isn't any problem, right? I am not, even change it at ecah single scanline and just changing it two times...

 

 

 

What more example of this type exist? But I need examples of games with this but only if they were using ANTIC4 Char-Mode...

Thanks.

Edited by José Pereira
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A single colour change is a light load. 40 column text badline = 81 cycles lost + 1 or 3 for DList, so still leaves 30 or 33 free.

 

Miner 2049er / BBSB is an example of game that does PMG colour change each scanline. Jungle Hunt does also even though the player doesn't have all that much colour.

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I started a thread about this ages ago

 

I was thinking the method could be used to great effect in a driving game, either a la Spy Hunter, or even something like Pole Position.

 

It sparked a bit of comment, mainly how this was technique carried over from the 2600.

 

But using it could produce some excellently coloured games, the like of which would really put stable mates to shame.

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