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Pixel artist's game? It's Conner time 2?


Ecernosoft

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1 minute ago, Traxx said:

I need to read up on the modes,thank you for going into detail, lot's of help

Well, If you want, we can use 320C (The best 320 mode) for our game. We also get 320A (C64 hires basically) mode too. Atari allows 2 modes to be on-screen at once. You can have:

160A and 160B <-- best for color, low res 

320A and 320C <-- best for 320 color, worst for fine color detail

320B and 320D <-- worst 320 modes for color, best for detail

 

Now, for the confusing part. 320C and 320D.

320C is very powerful. Imagine each row of pixels and group them into pairs. Each 2 pixels can have 1 of four colors. Pixels are on or off. 

(So, if a row is 8 pixels wide, we get 4 "Sections", each section can have one of 4 colors)

 

320D is practically garbage. You get 2 palletes of 2 colors. You can either have both even and odd rows be the same color, or different colors. It's really terrible. =(

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6 minutes ago, Traxx said:

I get the concept,I need to code it to make sure I understand 100%

Give me a tilemap of tiles. Each tile can have 13 colors and tiles are 4*16. Then I can give you the code.

(Like, show me a grid of tiles you want to see, then I'll make it for you)

Ex:

image.thumb.png.3b9cf5e5e2f4ccfcdad8022b0df09244.png

 

Edited by Ecernosoft
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So, we get 2 palletes of 4 colors. What's nice about 320 modes is that you can do fine detail but be warned: The 7800 produces artifacts. It's why I don't think we should use 320C on our game, because it will look worse on real hardware if it's not S-video or higher quality.

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1 minute ago, Traxx said:

I appreciate that,I do know how to scroll and draw from 2*2,4*4 tile maps,I also know how to compress maps..I've programmed games before.

I've made a map compression system; Basically, what tile to draw, repeat it N times down the screen. When you reach bottom, stop untill time to draw next column.

OR-

Decompress map into buffer- load buffer into tilemap as needed.

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Just now, Traxx said:

Gotcha,I use buffers in master system programming and also amiga.

So, think of a buffer as a GIANT TILEMAP. Like, HUUUUUGGGGGEEEE.

We can only see a small portion of the tilemap on the screen, and we scroll-around to reveal other parts of the tilemap.

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