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cc65 Atari 8 colors, again?


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perhaps elaborate on what you are trying and in what graphics mode?

what you have done so far and where does it not meet your expectation?

 

As said before, the A8 is not like other platforms in this respect, e.g. if you are expecting to say set the text color to red, output a character and it appear in red, then set text color to green, output a char, and that appears in green - then depending on what you are trying you could find the first character turns green.

Edited by Wrathchild
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In text mode, you only have background colour, text brightness and border colour.

Let's look at the Atari palette:

image.png.4814f14b68a56982174aab4b784e2489.png

Going down is your 'Hue' (0-15) and across is the 'Luminance' (brightness, also 0-15).

 

So in Basic, try this in sequence (Note the values are Hue*16+Luminance):

 

Change background to Red:

POKE 710,3*16+4

 

Change text dark:

POKE 709,0

 

Change text light:

POKE 709,14

 

Change border to blue:

POKE 712,9*16+6

 

So to prove the colour of the text can't be different from the background colour, try:

POKE 709,12*16+8

You'll see the text just goes darker

 

Hope that helps

 

[Edit] To add to this, in the Memory Map, the address 708 (decimal) is COLOR0.
This is the shadow register for the GTIA hardware register COLPF0 and during the OS vertical blank routine, the shadows are transferred to the h/w regs. 

So 709 is COLOR1, 710 is COLOR2 and 712 is COLOR4 (sometimes known as COLBAK as the h/w reg is called COLBK)

Edited by Wrathchild
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16 hours ago, Wrathchild said:

In text mode, you only have background colour, text brightness and border colour.

Let's look at the Atari palette:

image.png.4814f14b68a56982174aab4b784e2489.png

Going down is your 'Hue' (0-15) and across is the 'Luminance' (brightness, also 0-15).

 

This is the GTIA palette, only available in the 3 GTIA modes.   All other modes have half as many luminance possibilities (128 colors total)

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