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mariuszw

New game port in the works: Laser Squad

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Even if this is the case, the PM/G objects would have to be in quad mode.

 

Yes, they are in quad mode, so that all PMGs cover the screen. Normally you would have then the two colors of Antic F and could decide if you apply the PMG overlay or not.

Not counting the dark, nearly invisible overlay this gives one additional hue for the "foreground" pixels.

The trick is that I interleaved the colours of the PMG so that even lines have a different color compared to odd ones (in the example green and red).

This way and thanks to PAL mixing you three additional hues, depending if you set for a tile only odd lines, even ones or both in PMG overlay. (Green and red results in yellow.)

The effect works also in NTSC - even if the colours are mixing not that smooth.

Another good choice (e.g. for the Laser Squad moon base level) would be having red and blue, mixing into purple.

Edited by Irgendwer
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So here the proposal for the indoor sample you've attached:

 

attachicon.gifindoor.png

It's possible to give some power without the price to Sophia extension owners by setting two bits of PMCNTL/GRACTL ($D01D):

  • bit 4 - activates additional pixel colour taken from COLPF1 in hires mode (1 - on)
  • bit 3 - activates lowest bit of luminance (1 - on)

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It's possible to give some power without the price to Sophia extension owners by setting two bits of PMCNTL/GRACTL ($D01D):

  • bit 4 - activates additional pixel colour taken from COLPF1 in hires mode (1 - on)
  • bit 3 - activates lowest bit of luminance (1 - on)

 

combine that with old school dithering and or alternation of color line by line and you end up with some nice effect.

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So here the proposal for the indoor sample you've attached:

 

attachicon.gifindoor.png

 

Thanks for this one. Looks good. I misunderstood the principle previously, hence I was asking incorrect questions. Now I understand that PMG positions are fixed, it is only PMG data that changes and gives chosen colours.

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Imagine how great this "quirk" (different resolution every scanline) modes can look.

Particular hi res / color mode interleave offers semi hires and 3 colors in a linear frame mode. And all PMg is still free for additional graphics .

On the other hand: A software driven mode plus overlay shouldn't be a problem for that game , as even the AMIGA version uses coarse scrolling.

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Imagine how great this "quirk" (different resolution every scanline) modes can look.

Particular hi res / color mode interleave offers semi hires and 3 colors in a linear frame mode. And all PMg is still free for additional graphics .

On the other hand: A software driven mode plus overlay shouldn't be a problem for that game , as even the AMIGA version uses coarse scrolling.

 

Is there something using this mode ? Even demo ?

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Is there something using this mode ? Even demo ?

Parts of my game in Post 13 used that. "Spieler" and the "arrow" to the points ...

It's just a screenshot. On a real PAL TV you see clean colors.

 

In other words. All the colors were build by playfield. No PMg used there.

Edited by emkay

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Thanks, unfortunately, 5th colour can't be used because the game does not use ANTIC 4, so it won't be as colourful.

It's in bitmap mode ?

 

I guess even then original code could be adapted to use multiple charsets, but would make porting the game like a year longer ? :)

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I think Mariusz can answer your questions as I do not have anything in common with porting the code. I suppose that he uses bitmap mode, so the limit is 4 colours.

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It's in bitmap mode ?

 

I guess even then original code could be adapted to use multiple charsets, but would make porting the game like a year longer ? :)

 

Yes, it is bitmap mode, just like original game on C64 was. There is one big 16x16 charset (with ~200 16x16 characters) for map items, and the other one for font, game logo and decorations (8x8, ~96 chars). Can't really fit that layout easily in multiple charsets on A8.

 

Screen has 320 pixels (40 characters) a line, so I had an idea to emulate bitmap and have new charset every 3 lines, but this creates a gap for every three line with 8 characters (64 bytes) which makes addressing weird and also would require additional 512 bytes of RAM for these gaps, which I simply can't afford, as there is no free RAM left.

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Yes, it is bitmap mode, just like original game on C64 was. There is one big 16x16 charset (with ~200 16x16 characters) for map items, and the other one for font, game logo and decorations (8x8, ~96 chars). Can't really fit that layout easily in multiple charsets on A8.

 

Screen has 320 pixels (40 characters) a line, so I had an idea to emulate bitmap and have new charset every 3 lines, but this creates a gap for every three line with 8 characters (64 bytes) which makes addressing weird and also would require additional 512 bytes of RAM for these gaps, which I simply can't afford, as there is no free RAM left.

Imho you make it anyway you can, important is that it gets out the door :)

 

It's up to rest of us to take lessons from how it will look/play like and make a brand new turn based strategy game with more colors and details.

Keep up the good work !

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With the 16x16 characters, when the top line characters are only used on the top line and similar with the lower line, e.g. Paradroid lettering, you can sometimes get away with alternating the font lines from two sets rather than using the 3 line approach.

 

post-1822-0-15046100-1546521394_thumb.png

Edited by Wrathchild
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One of my favorite Speccy games, this is looking really excellent. Can't wait to check it out!

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On 10/25/2018 at 10:42 PM, mariuszw said:

That looks great!

Hi Mariusz, any news? This is one of the games I'd love to play (and understand some internals e.g. about how AI works on that big maps).

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