+Stephen Posted April 27, 2022 Share Posted April 27, 2022 I have a few questions about the text mode. If I am understanding the documentation properly, there is no way to have completely independent foreground and background colours in text. The foreground colour can be 0-127, and if appropriate bits are set, background can be 128-255, BUT it will always be foreground colour + 128. Am I correct in this assumption? There is mention of "in 128 or 16+8 colours" but I cannot find an explanation of that. General question - can the Colour Map be combined with Text or Graphics modes, or does the Colour map only affect the standard GTIA. What I am needing to do, is have full independent control of foreground and background using text. I've thought about making the palette have each colour with a corresponding colour+128 but there's not enough entries to do this. The only other way I can think to do this would be to use the 640 pixel hi-res graphics mode and write my own routine to blit text, but then I am limited to 16 colour mode. That would meet my needs as I only need 16 colours of text, but this means a full screen is then 64kB or more as opposed to 4kB. Thanks for any info. Quote Link to comment Share on other sites More sharing options...
bfollett Posted April 27, 2022 Share Posted April 27, 2022 I know nothing about programming the VBXE but I did find a post on this forum where it appears you can have independent foreground and background colors with text: Full Color ANSI VBXE terminal in the works - Atari 8-Bit Computers - AtariAge Forums There's a video demo in post #12. Bob Quote Link to comment Share on other sites More sharing options...
+Stephen Posted April 27, 2022 Author Share Posted April 27, 2022 2 minutes ago, bfollett said: I know nothing about programming the VBXE but I did find a post on this forum where it appears you can have independent foreground and background colors with text: Full Color ANSI VBXE terminal in the works - Atari 8-Bit Computers - AtariAge Forums There's a video demo in post #12. Bob Thanks - this must be the 16 + 8 mode the documentation was referring to (16 foreground, 8 background). I'll re-read to see what I must have missed. Quote Link to comment Share on other sites More sharing options...
Rybags Posted April 28, 2022 Share Posted April 28, 2022 Atrribute Map allows selection of independent palette for Antic and VBXE seperately per cell - though the minimum cell is 8 Antic hires pixels which is 2 80-col characters. 1 Quote Link to comment Share on other sites More sharing options...
phaeron Posted April 29, 2022 Share Posted April 29, 2022 You don't need special hardware support to do 16+8. The hardware allows 128 unique (fore, back) color combinations to be set, so you can just program one of the palettes so that the foreground color only changes on 4 of the bits and the background color only changes on the other 3 bits. 16 foreground * 8 background = 128 total color pairs. The attribute map should be able to do 80 columns if you drive it from a mode A playfield on ANTIC -- alternate columns between PF0 and PF1 in the playfield to select between the PF0 and PF1 bytes in a 40x24 attribute map. Run the text overlay layer on top of that with background transparent and the result should be completely independent 128 foreground and 256 background colors per character. 1 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted May 22, 2022 Author Share Posted May 22, 2022 Thanks guys - I kept plugging away and I finally have something to show. 6 Quote Link to comment Share on other sites More sharing options...
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