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Doing pictures using Super IRG 2 and other ICE modes.


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Hacked together another PCIN picture:

 

Original pic:

 

post-23798-0-06431100-1340691075_thumb.jpg

 

 

PCIN:

 

post-23798-0-41529800-1340691103_thumb.png

 

This time I was able to bypass AIS and use exclusively G2F, because AIS wasn't giving me the results I needed on the Graphics 10 render. Sometimes when you load the picture into G2F with Graphics 10 set, you will get a very good render, with four shared colors from the other Graphics 12 render ... it doesn't always happen this way, this was a very easy render to do. You will want to make sure that there are four colors in the Graphics 10 render that match PF0-PF3, then you will want to rearrange the palette in G2F so that PF0-PF3 are the same values in both screens (using the "Change Colors" function)

 

The checkerboard dithering in areas where PF0-PF3 mix in the picture isn't as obvious ... mainly it's the pinkish red spots on the fairy's lower wings where you can see this.

 

Still having problems with the striping in the picture ... As with my other 40 column PCIN pictures, stripes appear in the Graphics 12 render, near where the character DLI changes occur. Can anyone tell me if this behavior happens on the real machine, or just the emulator?

 

ATR is below. Run D:PFAIRY.TUR

 

purple fairy - pcin.atr

 

G2F's that were used in this render:

 

purple fairy g2f's.zip

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The MIN mode, which I showed earlier using monochrome pictures, can also be used for color pictures as well.

 

First example, original picture:

 

post-23798-0-29691400-1340773796_thumb.jpg

 

MIN picture:

 

post-23798-0-96639100-1340773837_thumb.png

 

When using MIN this way, you can display 80 colors onscreen at once. You will want to choose pictures of high quality, lots of shading, and roughly 4 or 5 dominant chromas which will map onto PF0-PF3 when you convert to MIN. You'll be doing a Graphics 12 and Graphics 9 render, you want to choose your colors in G2F for Graphics 12, to where the picture has a variety of color, but the outlines stand out ... a variety of shading.

 

When you are doing the Graphics 9 render, make sure "Greyscale" is ticked, you will get a better render this way.

 

In this example, I also adjusted 712 so it would give off a yellow-brown chroma, which when mixed with the other colors, helps to more accurately simulate the chromas in the original picture.

 

ATR is below, run D:TREE.TUR

 

fantasy tree - min.atr

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There is another method of doing color pictures in MIN, this time in a method similar to the earlier Super 9 pictures.

 

Original:

 

post-23798-0-67581800-1340774449_thumb.jpg

 

MIN pic:

 

post-23798-0-46189400-1340774272_thumb.png

 

Again, this is 80 colors, but they are more duo-tone shades as in Super 9.

 

In this case, you want to make a Greyscale Graphics 12 render, and when you do the Graphics 9 render, make sure "Greyscale" is unticked.

 

Secondly, as with the Super 9 pictures, you want to blend colors from opposite sides of the color wheel. In this case, I chose blue (144) for register 712, while 708-711 get set to shades of yellow (16 through 31). This will slightly skew the color scheme a bit, because unlike Super 9, here register 712 does not shift colors (remaining a solid blue) which will impact your PF0-PF3 colors slightly. Experimentation is necessary to get the right color blend.

 

You will also (as in most of the Super 9 pictures) need to turn down your monitor's brightness and turn up the contrast, to get the full effect of the picture ... or in Altirra, do Video: Adjust Colors and change your brightness and contrast there.

 

ATR below, run D:LAGOON.TUR

 

lagoon - min.atr

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Well, I'm not really a friend of interlace, but it's an interesting thread at all.

 

You have an interesting collection of pictures, and it shows the abilities of the 16 brightnesses.

Sadly, Atari never upgraded the A8 to have some higher resolution with that. They've been on the right way, when creating the A8.

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  • 2 weeks later...

Another pic, this time in an ICE mode I call Super 10:

 

 

Original:

 

post-23798-0-15020600-1341787479_thumb.jpg

 

 

Super 10:

 

post-23798-0-98349300-1341787531_thumb.png

 

This is basically Graphics 10 in text mode, with no color register changes (unlike the earlier Super 10+ pictures which change 8 color registers) ... this gives 45 colors onscreen at once (instead of 81), but the flicker is greatly reduced because it is possible to do a checkerboard dither pattern on the entire screen, using identical color pairs (this is a similar method to the PCIN pictures I did earlier). Instead of full frame flicker, you get interlocking colors which is easier on the eyes.

 

To render Super 10 pictures, you will need two G2F renders. One of them is a color picture which you can prepare using AIS, or load directly into G2F and select "Sort colors". It may help if you load the picture into your favorite photo editor and reduce down to about 16 colors.

 

The second G2F, you want to tick "Greyscale" and render a monochrome picture, then use "Change colors" to rearrange the palette on both pictures, with the darkest color being 704 and the brightest being 711. (It doesn't matter what color you choose for 712, it will automatically be black on the monochrome render.) The color palette will also serve as the greyscale palette in this fashion as well.

 

ATR below, run D:PARROT.TUR. G2F's are included.

 

parrot - super 10.atr

parrot g2f's.zip

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Another ICE mode ... this one I named PC0.

 

Original picture (from C-64 hi-res):

 

post-23798-0-15203500-1341803929_thumb.png

 

 

PC0 picture:

 

post-23798-0-92631500-1341803896_thumb.png

 

 

PC0 is a mixture of Graphics 0 hi-res and Graphics 10 in text mode. You essentially get 18 colors (2 luma x 9 chroma) at 320 pixels across.

 

This mode works similar to PCIN, except you are blending pixels at a 4 to 1 ratio. PF1, PF2, and COLBK are also altered every VBLANK. This is to ensure color stability, in Graphics 0 these two registers control the background color and pixel luminance, whereas in mode 10 these are normal color registers. The COLBK register change is also needed to keep the border from flickering between screens. Care must be taken when choosing these values, to reduce screen flicker,

 

Also like PCIN, this mode suffers from the HIP bug ... mode 10 pixels get shifted one color clock (one Graphics 12, or two Graphics 0 pixels) to the right. An altered Graphics 0 display list with HSCROL, LMS on every character line, and CHBAS DLI every 3 character lines, fixes this, but again causes some striping in the display.

 

The Graphics 10 picture was done in Atari Interlace Studio, then imported into G2F. The Graphics 0 picture is a straight G2F conversion.

 

The number of colors in the display could be increased by using Graphics 0 arrtifacting (as in the DIN Gr. 12/Gr. 0 mode I showed earlier), this would get 36 colors onscreen. You could also use PMG overlays to add color as well.

 

Graphics 0 can also be mixed with the other two GTIA settings (mode 9 and 11, or the C0 and M0 modes). C0 is good for pictures similar to the Spectrum computer (16 chroma x 2 luma 320 pixel). M0 is potentially more difficult, you get 32 shades, but care must be taken that the display does not flicker too much.

 

ATR is below, RUN D:MERSWIN.TUR

 

merswin - pc0.atr

Edited by Synthpopalooza
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Another PC0 experiment, this time an attempt to render a Spectrum ZX game screen.

 

Original Spectrum pic:

 

post-23798-0-31863900-1341973121_thumb.png

 

 

PC0 pic:

 

post-23798-0-70287400-1341973246_thumb.png

 

 

The ZX spectrum basically has an 8 color palette at 320 pixel resolution, specifically black, white, red, green, blue, cyan, magenta, and yellow. It is possible to simulate this in PC0, but with some imperfections. You will notice some "jaggies" or stairsteps along the Astronaut's back, due to the 4-1 pixel ratio. The text on the bottom, while readable, is also imperfectly colored. Due to the blending with white in Graphics 0, the colors are a bit more washed out.

 

You will also notice a few differences if the picture is viewed using artifacting:

 

post-23798-0-25569600-1341973269_thumb.png

 

The artifacts actually add to the color variety, and especially make the purple-magenta mountains more convincing. The artifacts also help with the green text in the lower left.

 

Run D:JETPAC.TUR on the ATR

 

jetpac - pc0.atr

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Out of Topic but here's the Loading picture in Hi-resolution I did for the A8 version of the game two Years ago.

The guy had the almost ended and some others but he suddenly disappear...

(that white line on the left Border it's a Bug on G2F but it's correct here in this '.g2f' File, you only have to create a '.xex' file because I am on a MAC now):

post-6517-0-14967800-1342007288_thumb.png

Lunar5.zip

Edited by José Pereira
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Hi Jose, When Pete Dabbs was working on Jetman a couple of years ago, Steve (STE'86) pixeled a new 2:1 version of the loading picture for the C64 and asked me if I'd like to convert it for Pete's A8 conversion whilst also giving his consent to me utilising DLI's with our larger pallete on the logos etc. I was able to go a step further and also add some shading to the lunar surface and it turned out quite nicely in the end. I've not posted the picture anywhere after I completed it back then as it was for Pete to use in his forthcoming conversion. I don't want to speak on someone elses behalf but I'm not sure if Pete intends to work on our platform anymore. I hope that he does. Here's the picture attached anyway. The picture is making use of most of our available techniques.. midscan changes, P/M overlap, prior0 PF overlap, mid player repositioning and so on.

 

Regards,

Tezz.

post-4724-0-95160800-1342018584_thumb.png

Lunar_Jetman.xex

Edited by Tezz
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Tezz, PeteD ask me if I want to convert the original picture using G2F and so I did it.

PeteD suddenly disapeared but also on C64 and in all the Forums and on his personal Blog.

He started to beeing angry with A8 but he also had some bad discussions with some C64 guys at Lemon forum that started to be a little bit like some A8 people here.

On C64 he didn't end that Ultimate game (I think it was Knight Lore) and there's also another one in Basic that I think he didn't finish: Tai-Pan (but not Ocean release).

 

On A8 he has almost finished (and even he had an Interview in an RetroGamer issue) JetPac but was also working on Cybernoid1, Paradroid, Exploding Fist (this one I think he was in a very, very early coding stage), Last Ninja from BBC and maybe there was some more...

 

Thanks to share your screen because it really looks amazing.

Greetings.

José Pereira.

Edited by José Pereira
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Yes, hopefully it's just that Pete has been away from retro computing being busy with other RL things in recent times and not that he's had enough of peoples comments and attitudes on the various platforms forums and given it all up.

 

P.S. Sorry to take your thread out of topic Bobby.

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Two renders of a Spider man picture, from this thread.

 

Original picture:

 

post-23798-0-52110400-1342582497_thumb.jpg

 

Rastaconverter render (from the above thread):

 

post-23798-0-77368900-1342582476_thumb.png

 

MIN picture:

 

post-23798-0-13347500-1342582396_thumb.png

 

Super 9 picture:

 

post-23798-0-27370000-1342582413_thumb.png

 

I put the rastaconverter render from the rasta thread here for comparison (160x240x128 colors)

 

The MIN render is basically an 80 color render, with 16-level shading from Graphics 9. The picture works well in MIN, chiefly because there are really only about four chroma keys in the original picture (two reds, two blues, and the black background).

 

The Super 9 render also works well, register 712 switches between the two primary chromas red and blue. It works best if you turn down the brightness and turn up the contrast. While this is lower resolution (80x192) the color detail here is much sharper.

 

ATR's below. Run D:SPIDERMN.TUR and D:SPIDERS9.TUR

 

spiderman - min.atr

spiderman - super 9.atr

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  • 2 weeks later...

A cross-comparison of various ICE modes, involving a picture from this thread:

http://www.atariage....75#entry2565795

 

Original:

 

post-23798-0-54462500-1343360410.png

 

 

Super 9:

 

post-23798-0-70084100-1343360453_thumb.png post - super 9.atr

 

Best color accuracy, although at 80 pixel resolution. For best effect, turn down your brightness and turn up your contrast.

 

PCIN (Graphics 12+10):

 

post-23798-0-38519800-1343360514_thumb.png post - pcin.atr

 

160 pixel resolution, at 34 colors. Less flicker. because there are no color palette changes.

 

MIN (Graphics 12+9):

 

post-23798-0-46026000-1343362997_thumb.png post - min (1).atr

 

160 pixel resolution, at 80 colors. This mode trades color accuracy for better shading. More flicker than in PCIN.

 

DIN (Graphics 0 + 12):

 

post-23798-0-32124800-1343360616_thumb.png post - din.atr

 

320 pixel resolution at 10 colors. To view this on Altirra, turn off artifacting.

Edited by Synthpopalooza
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The previous picture, in Super 10:

 

post-23798-0-84089000-1343443907_thumb.png post - super 10.atr

 

The resolution is 80 pixels across, at 45 colors, but the flicker is alot less due to no color palette changes being used, and a checkerboard dither pattern.

 

HIP mode:

 

post-23798-0-44114600-1343444292_thumb.png post - hip.atr

 

This is 144 colors, similar to RIP but in text mode. Similar to MIN, the image is a bit fuzzier but still 160 pixels across, and with more colors than in MIN.

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A couple of examples in the ICE CIN modes.

 

Original picture:

 

post-23798-0-47210200-1343759525_thumb.jpg

 

CIN picture #1:

 

post-23798-0-97722000-1343759602_thumb.png enchanted forest - cin a.atr

 

CIN picture #2:

 

post-23798-0-56227100-1343759628_thumb.png enchanted forest - cin b.atr

 

The Super CIN mode is related to the bitmap CIN mode in that you are mixing Graphics 12 (160 pixels, 5 colors) with Graphics 11 (black + 15 chromas at one luminance). The difference here is, thanks to the presence of PF3 in Graphics 12 (Antic 4) you get 80 colors (16 chroma x 5 luma) onscreen at once instead of the 64 colors in the bitmap mode.

 

There are two methods to doing CIN. The most common method is to blend with a monochrome render in Graphics 12, as in picture #2. This is the source Antic 4 monochrome render:

 

post-23798-0-65696400-1343759551_thumb.png

 

In picture #1, the render in Graphics 12 is a color one:

 

post-23798-0-50057000-1343759567_thumb.png

 

While the resuting CIN picture in this example is less sharp than the other one, the colors blend better.

 

There are two major downfalls of CIN mode. First, there are no pure whites in this mode, This is because chroma 0 in Graphics 11 is always black. There is also higher flicker here, because you are blending with one luminance in Graphics 11.

 

By comparison, here are two renders in MIN mode, and a Super 9 render:

 

post-23798-0-40435300-1343759653_thumb.png enchanted forest - min a.atr

This picture uses the monochrome Graphics 12 render, substituting chroma 3 values, and blending with chroma 10 in Graphics 9

 

post-23798-0-51129700-1343759675_thumb.png enchanted forest - min b.atr

This picture uses the color Graphics 12 render, and a different Graphics 9 render in chroma 10

 

post-23798-0-32175800-1343759695_thumb.png enchanted forest - super 9.atr

This picture uses two Graphics 9 renders (chroma and greyscale) and shifts the chroma of COLBK between 3 and 9

Edited by Synthpopalooza
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Two more modes: Super IRG, and Super IRG 2.

 

The original picture (from Spectrum ZX):

 

post-23798-0-59901100-1343879387_thumb.png

 

Super IRG pic:

 

post-23798-0-07120800-1343879324_thumb.png zx - super irg.atr

 

Super IRG is one of the most basic of the ICE modes. It's first usage was in Bill Kendrick's Gem Drop game in 1998 ... it's basically an Antic 4 mode, with character shifts like the other ICE modes, but no color palette changes.

 

The usage is different in the context of font pictures, than elsewhere, due to the fact that a screen shift enables you to mix PF2 and PF3 in the same character cell. This means you get 15 colors onscreen at once, instead of the 14 normally available in this mode.

 

Because no color changes are done in this mode, you can reduce flicker by using a checkerboard dither pattern, like in Super 10. Here are a three screenshots from my ICE editor that illustrate this:

 

post-23798-0-93923700-1343879610_thumb.png Frame 1

post-23798-0-75380800-1343879625_thumb.png Frame 2

post-23798-0-03751800-1343879642_thumb.png The result

 

In this example, a blending of red and yellow on alternate frames creates the orange color, but by interlocking these in a checkerboard pattern, the flicker is greatly reduced, with quality rivalling that of interlace per scanline in bitmap mode.

 

There is a limitation with dithering: Dithering is impossible in areas of the picture where PF2-PF3 mix, because only one of those colors is available in the character cell on either side of the display ... you're basically blending a normal character (ATASCII<128) with an inverse one (ATASCII>127) in the same cell.

 

To make a Super IRG render, you need to do a color G2F render, and a Greyscale one ... you want to arrange them so that the luminances in both renders match as closely as possible. Here are the two source renders:

 

post-23798-0-17167800-1343879442_thumb.png post-23798-0-66154900-1343879478_thumb.png

 

You will be using the Change Colors function to rearrange the palette so the luminances match. A caution: You must not switch PF3 or PF2 with each other or any of the other colors as this will mess up your render. It will take some work before you can get a result that works. You then should render Font files with "save all files".

 

The color settings you should use are the ones from the color render .. these colors will also double as your luminance render. The color accuracy is reduced, but this mode works best with pictures that have only about 16 source colors, such as the Spectrum ZX picture used in this example.

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And now, the same picture in Super IRG 2:

 

post-23798-0-16007200-1343880317_thumb.png zx - super irg 2.atr

 

This is a modification of Super IRG. The difference is that color changes on PF0-PF3 are done on each frame. This increases the number of colors aviailable to 25. Again, when doing pictures this way, the screen flipping allows mixing of PF2 and PF3, giving you two extra colors from the 23 normally available in this mode.

 

The tradeoff here is, since the color palette changes, no dithering is possible, so the flicker will be more evident. Care must be taken so that the colors blended do not differ from each other in luminance, It will take some experimentation to get two good renders. Here are the two renders I used:

 

post-23798-0-41814400-1343880384_thumb.png post-23798-0-59850500-1343880407_thumb.png

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And now, DIN mode (Graphics 0 + 12):

 

post-23798-0-94792500-1343880906_thumb.png zx - din.atr

 

This is a mixture of ANTIC 2 and ANTIC 4, giving 10 colors (5 colors at 2 lumas). The resolution is increased to 320 pixels across.

 

An interesting effect is observed if you view the picture using artifacting:

 

post-23798-0-91710000-1343881197_thumb.png

 

This is how the picture would appear on a real Atari with a standard TV set or monitor. The artifacts may vary on the real machine from the screenshot here.

 

The purple and green artifacts actually add some color variety to the picture. Through judicious use of artifacts, the apparent number of colors in this mode increases to 20 ... the normal 10, plus an additional 10 achieved by blending the 5 colors in ANTIC 4 with the purple and green artifacts in Graphics 0.

Edited by Synthpopalooza
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  • 1 month later...

Some more pictures ... from various display modes:

 

post-23798-0-92311300-1346801923_thumb.png terminator - super 10.atr

 

post-23798-0-67009200-1346801936_thumb.png metal balls - super 9.atr

 

post-23798-0-51289000-1346801946_thumb.png darth vader - min 1.atr

 

post-23798-0-53759800-1346801957_thumb.png anime - pcin.atr

 

post-23798-0-06452400-1346801985_thumb.png amsterdam - min.atr

 

post-23798-0-62469500-1346802436_thumb.png he-man - pcin.atr

 

post-23798-0-46238600-1346804263_thumb.png x-men phoenix - super irg.atr

 

On the Super 9 picture, you will need to turn down the brightness on your monitor and turn up the contrast. These controls are also accessible in Altirra through System:Video:Adjust Colors

Edited by Synthpopalooza
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I found another technique for doing PCIN pictures.

 

One downfall with this mode, in the past, is that it has been difficult to do good photo quality pictures in this mode. But I've discovered a means to render these better.

 

The source picture:

 

post-23798-0-66168900-1347146929_thumb.jpg

 

The first step is to convert this to 320x192, then take it into your favorite photo editor, and posterize the colors down to a level of 7. This reduced the number of colors in the image, to about 36 or so, making it easier to work with in the PCIN mode. This is the result:

 

post-23798-0-54763200-1347146939_thumb.png

 

You then take this picture into G2F to render an Antic 4 picture, which will look like this:

 

post-23798-0-09195100-1347147150_thumb.png

 

Also, take the same picture into Atari Interlace Studio, and make a Graphics 10 picture, making sure to use the same (or close) values for PF0-PF3 that you used in the Antic 4 picture. Also make sure the background on both pictures (704 in Gr. 10, 712 in Antic 4) is the same (black, in this case). This is your resultant picture:

 

post-23798-0-05215600-1347147251_thumb.png

 

Load this into G2F using 4x1 and 9C (mode 10) settings, and you will also have to do some slight adjusting on the color registers to make sure everything shows up. Save font files and screen files for both G2F renders, and make a note of the color settings

 

This is the resultant picture and ATR, after BAK and PF0-PF3 antiflicker dithering:

 

post-23798-0-95463200-1347147313_thumb.png obi-wan - pcin.atr

 

I also used a similar method for the Yoda picture below:

 

post-23798-0-47836700-1347147366_thumb.jpg

 

post-23798-0-05791200-1347147339_thumb.png yoda - pcin.atr

 

You could even increase the color resolution to 45 colors by using PCIN+ mode ... that is, using different colors in your mode 10 render for PF0-PF3 ... the tradeoff is that while the picture will look closer to the original, it will flicker more since the PF color registers are not constant anymore, and you can no longer do antiflicker dithering on areas where PF0-PF3 and BAK mix..

Edited by Synthpopalooza
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  • 3 months later...

After my recent contribution to the 2013 New Years Disk (a viewer for .IPC or ICE PCIN picture files), I've come up with another idea ... a program which will load Commodore 64 lo-res bitmaps, and display them on the Atari in PCIN mode. Thanks to some help from people on here, I've come up with some good ideas.

 

PCIN mode is more than capable of displaying the Commodore 64 palette ... I did some experimenting and came up with a good theory as to how these colors are generated. Below is a screenshot from the ICE CIN editor in PCIN hi-res mode.

 

post-23798-0-43490600-1357453194_thumb.png

 

The first 16 characters in the font display are the commodore colors, as generated in the PCIN mode. From this, I made the chart below:

 

post-23798-0-79856300-1357454222_thumb.png

 

The 16 colors are the result of the blending of red, cyan, blue, green, yellow, magenta, light grey, and the black background color. For this example, register PM1 (705) isn't used in the blending, and is an extra register which can be ignored in this example.

 

The three palette displays on the left show how these base colors are blended to create the c-64 palette. The top palette is for normal (ATASCII<128) characters. On the bottom, is a palette which can be used for inverse (ATASCII>127) ... remembering that PF3 replaces PF2 in Antic 4.

 

On the right, is the entire 35-color PCIN palette with the PF, PM, and background settings used in this example. The 16 c-64 colors can be drawn from this palette. As you can see, PCIN uses 9 color groups of 4 colors each, plus a fifth for inverse characters. There are 4 types of color group:

 

0 - Background - contains BG color plus the PF colors.

 

1 to 3 - PM color groups ... controlled by mixing the PM0-PM3 registers with PF0-PF3

 

4 to 7 - PF color groups ... where the PF0-PF3 color registers mix among themselves. These are crucial. When the same PF color blends on both planes, you get a solid non-flicker color. Other solid color combos amongst this group allow for antiflicker checkerboard dithering, where you blend identical colors in a checkerboard pattern. This helps reduce screen flicker. Ideally you want most of your colors displayed to be from these groups (and the BG group) if at all possible.

 

8 - the 9th color group ... created by altering COLBK every VBLANK, necessary because COLBK and COLP0 both act as BG registers in modes 12 and 10 correspodingly. Alternating COLBK to a non-bg color when in mode 10 gives you an extra color group.

 

You can have 30 colors per char cell, but these colors are not freely usable. Every pair of pixels on the 4x8 character grid have to take their colors from the same color group. Also, when inversed, PF3 replaces PF2 on the Antic 4 plane, so there can be no mixing of PF2 and PF3 Antic 4 pixels in the same char cell.

 

So in the diagram above, PM1 is unused, PM2 is magenta, PM3 is green, PF0 is red, PF1 is yellow, PF2 is light grey, PF3 is cyan, and the 9th color is blue. These colors are from the NTSC palette. For PAL, decrement the chroma for the non-grey registers by 1 to adjust.

 

Also of interest, is the fact that some of the 4 monochrome shades in the c-64 palette (3 greys and a white) are generated not from the monochrome PF2 register, but from blending colors on opposite sides of the color wheel (red-cyan, blue-yellow, green-magenta).

 

Now as for C-64 lo-res, it is setup remarkably like PCIN mode ... the bitmap data is read in 4x8 char tiles sequentially, like a character font (the same way PCIN mode reads its bitmap data). Each 4x8 cell in C-64 lo-res multicolor mode can only contain 4 colors: The BG color of the original bitmap (which can be any of the 16 C-64 colors) plus any three other which is read from two color maps. This ability to change the layout on each character grid allows for all 16 colors to display onscreen at once.

 

So an algorithm to convert to PCIN mode might go like this: On each char line, check each pixel pair, and attempt to line it up with the corresponding PCIN color. Check that both pixel colors are in the same PCIN color group. If not, a choice will need to be made between the 2 groups as to which makes the closest match to the original bitmap, preference given to the PF color groups where possible. The inverse palette can also potentially be used if needed to provide a color match.

 

Also, if we are rendering in lo-res PCIN (Antic 5) the unused PM1 group can be set to the PM2, PM3, PF2, or PF3 color ... this will help reduce the limitation on colors available in inverse or normal chars intrinsic to lo-res Graphics 13.10.

 

The end result of this will be a program that will load native C-64 lores format, display, and save as .IPC (ICE PCIN) files viewable in the IPC viewer.

 

An ATR containing the ICE CIN editor is attached. Run D:ICECIN.TUR, then load D:C64PCIN.ICE to see these color settings.

 

icecin64.atr

Edited by Synthpopalooza
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