RSS Bot Posted March 10, 2011 Share Posted March 10, 2011 I've somehow managed to get an interwoven 96 Pixel display working with per pixel settings. Each scanline can hold 6 unique sprites, much like the 48pixel trick but with way more flexibility, and enough time to color each sprite. Frames 1 and 3 are overlaid on top of each other, 2 and 4 also respectively. However frames 2 and 4 are shifted to the right 8 pixels to fill in the gaps. There is minimal flicker, more like a shimmer effect that might get bothersome depending on what is being drawn. But so far this offers a 96x192 playfield with per pixel settings and 288 Unique sprites! WOAH! That's 12 unique sprites per row and 24 rows. P0/P1 for Frames1&3 are (and)'d with #$AA to keep the even bits, and Frames2&4 (and)'d with #$55 to keep only the odd bits. This interweaves not only the frame data per scanline, but also the sprite data, which allows you to store 2 unique colors per 4 bits drawn, so that is 12 unique colors per scanline each... http://www.atariage.com/forums/blog/418/entry-7944-progress/ Link to comment Share on other sites More sharing options...
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