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RSA

Modern graphics modes guide?

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Does anyone have or know of a complete list of ANTIC/GTIA graphics modes, in one place, to help developers make the right choice for a particular project? One that includes not only the "originals" (as in http://gury.atari8.info/ref/graphics_modes.php for example) but also the special ones discovered over time such as APAC, HIP, RIP, TIP and whatever else. Ideally including which color registers are used, limitations, tips, and any other pros and cons of each mode.

Edited by RSA
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Posted (edited)
14 minutes ago, RSA said:

Does anyone have or know of a complete list of ANTIC/GTIA graphics modes, in one place, to help developers make the right choice for a particular project? One that includes not only the "originals" (as in http://gury.atari8.info/ref/graphics_modes.php for example) but also the special ones discovered over time such as APAC, HIP, RIP, TIP and whatever else. Ideally including which color registers are used, limitations, tips, and any other pros and cons of each mode.

APAC, HIP, RIP, TIP aren't hardware modes- they are techniques that mix one or more of the ANTIC/GTIA modes and require some kind of software kernel to maintain.   But it has become hard to find information on these techniques so it would be nice to have it stored in a cetral place.

Edited by zzip
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17 hours ago, MrFish said:

The Ironman Atari reference has information about some of the more modern modes.

Many thanks @MrFish I really enjoyed reading that, when I have more time I will experiment with some of the topics covered.

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Are there any games using TIP or GTIA 9++ or any other enhanced mode beyond the "hardware" ones? For instance, it sounds a bit cumbersome to draw things on TIP based on the docs and other comments (e.g. https://atariage.com/forums/topic/312618-large-memory-demosgames/?do=findComment&comment=4685732). I wonder what parts of Numen use TIP.

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Not a game, but a playable demo of PAL blending mixed colours technique by @Xuel, mixing lines of 4 hues (black, red, green, blue) with lines of 4 luminances.
Source code: https://github.com/lybrown/tiles

 

 

 

Assembloids XE game, mixing lines of GR.9 (16 luminances) with hi-res GR.8, coded by @xeen:

 

 

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