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STGraves
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Sort of, I remember some time ago a user told me that thanks to the flicker the character could have more colors, kind of like overlapping two sprites to make one with the colors of both combined.

 

Ok, that makes sense. Before you go nuts trying to blend colors, keep in mind that the flicker for Atari isn't very fast (sluggish processor?), and also keep in mind that you have all these colors at your disposal.

 

Atari2600_NTSC_palette.png

Edited by DarkCart
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I'll lay it out step by step then

 

1. Create 2 sprites, color in what needs to be (insert color here)

2. In the default.bas, set player0color to the first color, set player1color to second color

3. Set player0x, player0y, player1x, and player1y to the same value (50 for example)

4. When the joystick is pressed up, update not only player0y but also player1y. Do this for down, left, and right.

5. This multicolor sprite will NOT flicker, but any subsequent sprites will.

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Just creatively change the color going down like this.

Ok, well this is player0 and player1 side-by-side, but you get the idea?

post-26314-0-76542700-1349504827.png

 

 

If you are talking about using the same player alternating like D.K. VCS, then you really should only have "2" per horizontal,

and even then they will be transparent due to flickering both players in 2 places, (although the overlap can create a third color - see fireballs):

Search for "flickerpicker" to see what the third color of the two overlapping colors make. Note: It doesn't really follow "yellow and blue make green".

 

post-27536-0-24502900-1358189275.png

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I have a new question, how does pfread work?, like what is the information you put in the parenthesis, coordinates?

 

I just updated that section. See if this is any better:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfread

 

I should probably add a little example program to that section. What kind of simple program would you want to see there?

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So xpos it's the coordibates in the x axis and ypos the ones in the y axis?, or the actual coordinates of a specific pixel from the playfield?

 

It's similar to pfpixel, but instead of drawing or erasing or flipping a playfield pixel, you are looking to see if a playfield pixel is there. If you know how to use pfpixel, you know how to use pfread.

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