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José Pereira

PAL Blending in Hi-Resolution

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Hi.

We can have a game in Mono and have 4guys eachone using one Player that gives us two colours (more two luminances).

AS PF1 it's darker and almost we see it as Black then we can say that for each Player colour (that is done when overlaying PF2) we can get two colours.

The Player colour if we paint all the PF2 scanlines and a second one that is if we do one scanline PM / other PF2 / other PM / other PF2 / and so on...

 

 

So, again, a proof that without any Tricks and that changing colours every scanline it's possible many things.

Here I used the guys from the game Untouchables on the C64 because I wanted to get those Hi_resolution C64 sprites.

Doing like this it's possible to port exactly and direct the Nono version of ZX and just have the guys as colour.

Indeed, the C64 is using 2sprites x 4guys and that is exactly what I have here:

-> each guy with one Player and 5th Player/PF3 as Pink/Orange 4Missiles as the 4guys skins ('emulating Hi-resolution higher prior C64 sprite over less resolution 2:1 ratio one).

(I am using ALTIRRA Emulator and it seems the same in Odd and in Even scanlines but is it really like this? If it's diferent then we can even get a third colour)

 

 

O.k. almost all the tries with diferent PFs and PMGs colours combinations not many can be achieved but at least these ones seems good to many, many type of games.

 

 

Of course that i can even do beter... For example on another type of game I can have the four guys (or ships,... or... using just one Player each and then have the 4Missiles as PF3/5th Player can be 4 diferent places on screen underlays to get some colours on the gfxs).

The next one will show exactly that :arrow:

 

PF1 and PF2:

post-6517-0-57521700-1358160598_thumb.png

The PMGs:

post-6517-0-71016400-1358160846_thumb.png

Then we get this:

post-6517-0-80840300-1358160851_thumb.png

Edited by José Pereira
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This time a vertical scrolling shooting.

I used two Players on our ship but if it was smaller than one was just enough and then the others on Enemy ships.

The Missiles are on the buildings 'circle' weapons.

 

In Hi-Resolution we can have two Priorities working and they are:

(PMGs always have their colour but get PF1 luminance)

-> PRIOR0:

P0 own colour

P1 own colour

MISSILES between these two if as 5th Player/PF3 colour

P2 (colour Oring PF2)

P3 (colour Oring PF2)

(in this Mode if you have P2 and P3 some pixels on the side Borders you will get on Borders the P2 and P3 colours but on the user Area it's another colour, the one of their Oring with PF2

 

-> PRIOR1:

P0

P1

P2

P3

4Missiles if as 5th PLayer/PF3 colour

 

 

 

For a game like Xenon or any other of this type we will use PRIOR1 as we use the Missiles to get some more colour(s) on the ground's gfxs:

-> Just PFs:

post-6517-0-07216300-1358160979_thumb.png

post-6517-0-21079200-1358160991_thumb.png

post-6517-0-91055800-1358161014_thumb.png

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And GR.8 it's a must as Bitmap Mode we don't have our 'sh..' charset with only 128chars and also we don't have the BadLines.

 

Vertical scrolling and the 32 bytes width also do their benefit here. Things get possible.

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