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rainbow fuji logo with sourcecode on github


tschak909

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So I tightened up the rainbow a bit, made another version:

 

 

Pasting both binaries here, and the source is of course on github, only difference is an additional DEX.

 

atari-logo-2.xex

 

For #FujiNet users, It's also on atari-apps in the same place as the other binary (atari-apps.irata.online in /Novelties/)

 

So, tighter or looser rainbow?

 

p.s. I did try to implement a variant that ran in MODE F, essentially reversing the screen to become a mask for COLOR2 changes below, so that the additional horizontal resolution could be capitalized on (and using a DLI at the bottom to stop the rainbow effect) ... it didn't improve the jaggies in either the fuji or the ATARI much at all, so it's been left on the cutting room floor...

 

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19 minutes ago, TGB1718 said:

I may be wrong, but wasn't the Atari the only computer at the time that could do this sort of thing with so little code ?

No, I believe you're right at least with the 8-bits. The Plus/4 can get quite close for the colours but needs twice as much code and a whacking great table of timing values since there's no WSYNC.

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Plus/4 I think is the only other 8-bit computer with close to the palette size (disregarding Apple IIgs which is closer to a 16-bit machine)

 

Possibly with code optimization it could use a combo of wait loops on the raster count then set delays for the 2 successive badlines.

But it can do FLI tricks also which can force attribute reads more often, allowing it to match the sort of thing we can have with RastaConverter.

 

That one on GitHub - is the aspect ratio just out because a 4:3 output is being shown as 16:9 ?

 

I had a Fuji worked out in Basic way back - from memory it used circle segments in the lower parts and I got it looking pretty good but the program is long lost now.

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3 minutes ago, Rybags said:

Plus/4 I think is the only other 8-bit computer with close to the palette size (disregarding Apple IIgs which is closer to a 16-bit machine)

 

Possibly with code optimization it could use a combo of wait loops on the raster count then set delays for the 2 successive badlines.

But it can do FLI tricks also which can force attribute reads more often, allowing it to match the sort of thing we can have with RastaConverter.

 

That one on GitHub - is the aspect ratio just out because a 4:3 output is being shown as 16:9 ?

 

I had a Fuji worked out in Basic way back - from memory it used circle segments in the lower parts and I got it looking pretty good but the program is long lost now.

short answer, yes.

-Thom

 

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10 hours ago, ascrnet said:

First of all thanks for sharing the code on github ?, but it is strange your version of fuji. There is a game that has a very good one of course it doesn't use the whole screen.

atari.png.a27cbab9d991e7cc078edb2c7063b230.png

Regards

Very nice.

Centered, without text, it would be perfect.

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