Heaven/TQA Posted July 14, 2017 Share Posted July 14, 2017 I have setup an under/overlay for graphics 0 but what I did not managed - even with playing around with priorites etc... those $d017/18/1a are gonna overridden by VBXE... how can I define the color for an antic 2 screen??? it's always black. Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 14, 2017 Share Posted July 14, 2017 You can override PF0, 1 and 2. Can't change COLBAK in an attribute list. Note also there's the bit that allows alternate background colour taken from COLPF3 instead of the attribute value. And of course the mode inversion bit that allows mixing of hires and multicolour modes. If the thing is just totally screwed and not properly working then chances are the XDL isn't setup properly or you're not storing to the proper locations in the attribute map. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 14, 2017 Author Share Posted July 14, 2017 its a bitmap overlay... last bytes of the XDL block is 3,0 so wide screen with priority 0... and ANTIC displays normal standard Gr.0 screen over it. but the background color and the char color is remaining unchangeable... i can not do a LDA #15 $d017 e.g. to get the lines from back to white? so $d017 seem to be controlled by the VBXE... but with which palette entry? 0 or 1? same with $d01a/d018... Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 14, 2017 Share Posted July 14, 2017 Don't forget the priority XDLC_ATT, and the bitsettings that affects VBXE graphics tranparency and VBXE pixel values 0-15 VIDEO_CONTROL register, bits 3 and 2. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 14, 2017 Author Share Posted July 14, 2017 even I dont use "charmode with VBXE"? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 14, 2017 Share Posted July 14, 2017 Ignore the stuff I posted first up, for some reason I thought you were talking attribute maps. It's easy to get stuff wrong with the graphic setup, Altirra debug can be of some help. Charmode or not doesn't matter I don't think - the hires/mutlicolour flip bit should work equally well in both modes. Quote Link to comment Share on other sites More sharing options...
phaeron Posted July 15, 2017 Share Posted July 15, 2017 Check your XCOLOR bit setting in the VIDEO_CONTROL register. One of the things this changes is how ANTIC hires screens are interpreted for priority, specifically whether the whole screen is PF2 priority like with GTIA or if lit pixels are PF1 priority. For ANTIC text over bitmap graphics you would want XCOLOR=1 so the mode 2 screen is split PF1/PF2, then set overlay priority to be over PF2 and under PF1. By the way, VBXE's attribute map has a hidden 1-bit bitmap in it separate from the overlay, so you can have three independently scrollable hardware bitmap display layers if you are creative.... 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2017 Author Share Posted July 15, 2017 Pattern replication is it working with 64 size or 128 size? Altirra shows correctly 128 patterns while my real hw shoes 64 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2017 Author Share Posted July 15, 2017 Pattern is set to FF Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2017 Author Share Posted July 15, 2017 btw. the official docs state bit 0-5 for pattern while altirra doc says 0-6... real hw test seems 0-63 pixel patterns is max while altirra makes 0-127 possible.... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2017 Author Share Posted July 15, 2017 color works as designed... i over read that you can select palette for the playfield colors... and that palette was "0"ed... with FF its now white as I thought it will. 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 16, 2017 Author Share Posted July 16, 2017 ok... just fixed some code by me... which worked fine on prior Altirra version... so i still assume that older altirra version allowed 128x tiles to be patterned which is not true... its 64x max size... see original VBXE docs... Quote Link to comment Share on other sites More sharing options...
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