Eureka
Remember this post back in 2006 where I said Chimera text would look similar to the Atari 8-bit, like this?
Well, we've taken another step closer to doing that today, via fast queues.
Right now I'm populating the queues manually. The next step is for Delicon to render the Atari 8-bit OS ROM font data directly into the queues. Then we'll have the foundation of the game select menu.
This kernel does support changing the sprite and background colors on each row. I'm just not doing it here. So I could make it look very similar to the A8 image. There is just a limit to how closely I can get the rows spaced. I do have a kernel sitting around that is just a fullscreen bitmap with no concept of rows, but it doesn't allow color changes. You need a little gap for the color change logic, but less of a gap than the Stellar Track style kernel normally requires.
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