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The most used resolution in games

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Look at the dancers at the end of the "blend" demo: don't they bring to mind the possibility of a low resolution fighting game? A sort of street figter. Using only the silhouettes the game would also have a certain style. It could be called "Japanese shadows" ;-).

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That low resolution looks almost unusable to me. I can see lot's of color but can't really make out the shapes. I guess it's good for demos.

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Posted (edited)

An example of Pop animation in a 64x48 screen (13 frames).

I found a gif (150x185), I extracted the frames, I resized them with a width of 32 pixels, I saved them individually and merged into another gif.

 

P.S. if you resize the original gif directly, the programs add colors to improve the result and you go beyond the 15 allowed.

 

princex4.gif

prince.gif

Edited by Elia Spallanzani fdt
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In the interview view Karl Guttag that @Elia Spallanzani fdt also quoted he talks about how the bandwidth from the VDP to the video RAM was the limiting factor and how each access took as much time as drawing 2 pixels: https://atariage.com/forums/topic/192028-tms9995/?do=findComment&comment=2435140

 

In that respect multicolor mode has an advantage because it only takes 2 memory accesses (name table and pattern table) to draw 8 pixels whereas in bitmap mode or graphics mode it takes 3 (name table, pattern table, color table). But actually a fat (2x1) pixel mode with 4 bits per fat pixel, with a total resolution of 128x192, would also only require 2 memory accesses per 8 (slim) pixels.

 

Karl Guttag mentions that they had enough memory for a full 4 bits per pixels bitmap but not enough bandwidth, but I think he must be forgetting that a full bitmap would require 24K.

 

 

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Posted (edited)
1 hour ago, Elia Spallanzani fdt said:

From http://tigameshelf.net/asm.htm, a game in multicolor mode: Dragon.

Bah, it's scrolling in character size increments even though it's multicolor. Here's some proper multicolor scrolling 🙂

 

 

Edited by Asmusr
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