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enthusi

New full color gfx mode also for LCD mod and emulators

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Hi,

I posted this in the lynx programming sub forum but actually I would much rather see if this looks ok for you from the users perspective :)

After quite some helpful introduction to the Lynx by Sage, Heaven, Bernd, Luchs and all those that contributed with docs,

I started a little game project myself. That will progress slow as other ongoing projects require my spare time but I wrote

a new 'full color' mode that allows 16 colors per scanline without interlace which is why it also works very neat on modded LCDs or in emulators.

I can provide more information or converters later but here are some examples:

 

http://enthusi.de/enthusi_mf.lnx

 

Or swinging ;-)

http://enthusi.de/enthusi_swing.lnx

 

This mode uses a respectable part of the rastertime so you can not easily use sprites with that.

Certainly not with the simple swinger in its current set up ;-)

 

The image size is comparably small. Less than 30 KB for the landscape picture that uses 475 colors actually.

Cheers,

Martin /enthusi

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So sweet! It is really amazing that people find new things in the old beast.

 

Congrats! Great work.

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Thanks for the very nice feedback ;-)

I hope they look ok on all displays - old and new.

They should.

I added three of my other test-cases here (see attached images):

http://enthusi.de/lynxcol

 

About sprites or rather 'movable objects' as the Lynx has no sprites :)

Never say never, but it would be a bit of a pain as the palette changes every line. For anything moving horizontally that is in principle ok, but vertical movement will require some extra care.

I have ideas how to use that actively in a game in fact but not the one I work on right now :)

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So

 

Thanks for the very nice feedback ;-)

I hope they look ok on all displays - old and new.

They should.

I added three of my other test-cases here (see attached images):

http://enthusi.de/lynxcol

 

About sprites or rather 'movable objects' as the Lynx has no sprites :)

Never say never, but it would be a bit of a pain as the palette changes every line. For anything moving horizontally that is in principle ok, but vertical movement will require some extra care.

I have ideas how to use that actively in a game in fact but not the one I work on right now :)

 

These teasers are so bad-ass. I really like the swinging image demo.

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I always liked seeing game cut scenes and endings in old 8 and 16 bit era games, these breaks from the gameplay could do something like display a much more detailed full screen picture of your character or vehicle, tell a little story via text and provide additional detail or atmosphere to interpret and enjoy the more rudimentary graphics of the gameplay segments. This new detailed color capability could certainly be used for stuff like that, full screen ending, intro, cut scene or menu images.

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Neat. Sounds like Spectrum 512 or Photochrome images on the Atari ST -- those changed the palette twice per line. And yes, doing anything but still images is a bit difficult! :)

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