Luigi301 Posted January 7, 2022 Share Posted January 7, 2022 I'm working on a turn-based strategy game targeting the XL/XE. Since this is a strategy game, the map screen's going to be static most of the time other than animating softsprites when the player does something. Right now, I've got the map display as a 160x144 mode E region of my screen (for 16x12 8x12 tiles), but I want to take advantage of more recent software modes to get more than 4 colors out of the GTIA with a high-res bitmap. I have a copy of AGS and it has a 16-color (well, 4 hue and 4 chroma) 160x200 "MCP" interlaced mode that looks perfect for my purposes and even looks good on my NTSC machine. However... the documentation is in Polish and I can't make sense of the modular assembly output that it produces. I can't seem to find English documentation on this mode, anyone have a link they can share to what this mode is? Quote Link to comment Share on other sites More sharing options...
Rybags Posted January 7, 2022 Share Posted January 7, 2022 That might be alternating scanlines using 3 playfield colours that are colours then shades of white, relying on PAL colour averaging to give 12 colours + background. The problem you'd encounter there is you need a kernal which uses 100% CPU the duration of that mode which doesn't lend well to also doing softsprites. The Wolf/Doom demo uses narrow DMA to overcome some of that problem - rather than a kernal it uses precisely timed Pokey timer IRQs which free up some CPU time which can be devoted to rendering. Quote Link to comment Share on other sites More sharing options...
tebe Posted January 7, 2022 Share Posted January 7, 2022 MCP + IRQ mcp_irq.7z Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted January 7, 2022 Author Share Posted January 7, 2022 Oh, okay. It's using the POKEY IRQ. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 10, 2022 Share Posted January 10, 2022 A better method is to use CIN mode maybe. Alternate between GTIA $00 and GTIA $C0 (Graphics 11) to get 64 colors. In text mode ANTIC 4 it's only 60 colors but still does better than triple interlace. I did that on Itay Chamiel's "The Wall" Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.