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José Pereira

PMGs priorities in GR.10

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Hi.

I tried to see by using G2F but it messes all so I'm here to ask (maybe it will be fixed in a future version).

The 9colours registers are all understandable to me but if on that ones I add the PMGs?

Lets say that for example I choose Prior1 and have the 4Players, in the 2:1 ratio they will be, and seems the same on GR.10, always go over 708->712 (the Playfield and BAK colours) but here the 704->707 are at the same time PMGs and Playfield colours registers. If for example the Player1 sprite (705) overlap the 704 Playfield that is here BAK register but in PMGs is Player0 that has higher priority?

And this same for all the other Players<->Playfield cases and even the 'special' when 5th Player enabled...

Who knows? Who ever tried? What games using GR.10 with PMGs do we have?

Thanks.

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The parts of the playfield that use the player colors have the same priority as the players, even for multicolor player and fifth player modes.

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The parts of the playfield that use the player colors have the same priority as the players, even for multicolor player and fifth player modes.

This is saying that if, for example, the sprite is P1 it will always go behind 704 Playfield pixel or oring with it if we're in multicolour mode?

Great shit! It destroys most of the possible use of PMGs in this mode.

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One way around this, is to hardcode 712 as the background color and fill the screen with 712. Then PMG's will behave normally, although you will then have a border colored with PM1. Though you can use DLI color changes to mask the top and bottom parts of the border if you like.

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This is saying that if, for example, the sprite is P1 it will always go behind 704 Playfield pixel or oring with it if we're in multicolour mode?

 

Correct. If the playfield contains the player 0 color and it overlaps player 1, the playfield will either cover player 0 or mix (OR) with it depending on the PRIOR setting. The priority logic that determines the resulting color can't tell the difference between real players and player colors from the playfield.

 

The collision logic does see a difference, though, so using the player colors on the playfield doesn't trigger bogus player collisions.

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