rdefabri Posted September 16, 2022 Share Posted September 16, 2022 I think the answer to this is "no", but can you combine a player and a missile to create a multicolor "player"? Assume you have a playfield and you need (say) 4-5 multicolored players on screen. Assume you are using 160x192 graphics mode (which I think eliminates the option to use a redefined charset). If memory serves, each player has a corresponding missile, but I haven't found anything to suggest they could be combined. Seems inefficient to combine 2 players for multicolor, especially if you need the maximum amount of players on screen. Quote Link to comment Share on other sites More sharing options...
MaPa Posted September 16, 2022 Share Posted September 16, 2022 You can combine player 0 and missile 1 etc. Quote Link to comment Share on other sites More sharing options...
rdefabri Posted September 16, 2022 Author Share Posted September 16, 2022 (edited) 14 minutes ago, MaPa said: You can combine player 0 and missile 1 etc. Ok - so let me see if I understand. I want to have (for example) 4 multicolor "players" on screen. Fine if they are only 2 colors for each. Does this work? P0 + M0 (forgive my nomenclature, I think the missiles start at M1, but just so I understand, I made it M0) P1 + M1 P2 + M2 P3 + M3 It's not ideal, but gives some flexibility for smaller overlay / underlays. Edited September 16, 2022 by rdefabri Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 16, 2022 Share Posted September 16, 2022 You would typically use that combo to extend the width of your PM/sprite, e.g. 10 pixels instead of 8 or some doubled/quad width combo What MaPa was indicating was that by using: P0 + M1 P1 + M0 P2 + M3 P3 + M2 You can use overlap of the player and missile to produce another colour. Quote Link to comment Share on other sites More sharing options...
Rybags Posted September 16, 2022 Share Posted September 16, 2022 In multicolour PM mode you could put missile 1 with player 0. But potentially also get unwanted results when player 0 overlaps player 1. You could set 5th player mode then have PF3 as all missiles colour then use missiles together or indivually to add colour to players. Quote Link to comment Share on other sites More sharing options...
rdefabri Posted September 16, 2022 Author Share Posted September 16, 2022 I'm thinking something like this: While this is 3 colors, forget the lighter orange color. If the player is orange, with an open center, I'd want to overlay that on top of (say) a white missile. Sounds like it's doable, but could get wonky. Quote Link to comment Share on other sites More sharing options...
drpeter Posted September 16, 2022 Share Posted September 16, 2022 (edited) 3 hours ago, rdefabri said: I'm thinking something like this: While this is 3 colors, forget the lighter orange color. If the player is orange, with an open center, I'd want to overlay that on top of (say) a white missile. Sounds like it's doable, but could get wonky. First, consider that ordinarily players & missiles have 4 independent colours between them, one for each player and its corresponding missile (such that the colour of player 0 is the same as the colour of missile 0 etc.) In this scheme, to produce your 2-colour graphic your would need to have an orange player & missile, say Player 0 and Missile0, and a white player & missile, say Player 1 and Missile 1. If you make Missile 1 double-size, so that it's effectively 4 pixels wide rather than just 2, you can then place the white missile 1 'behind' the open centre of orange Player 0 so that the white shows through the gap. This scheme commits you to also having a white player (Player 1) that you use elsewhere. If you set the 4 missiles to be a '5th player', instead of taking the colour of their respective player they all take the colour of playfield colour 3. If you set playfield colour 3 to white, you can again make a missile double-size and place it behind the centre of Player 0. This scheme commits you to having playfield colour 3 as white, as well as all 4 missiles. If you set the multicolour players option, any areas of Player/missile 0 that overlap with Player/missile 1 will be displayed as a combined colour mixed from the colour of Player/missile 0 and that of Player/missile 1. This colour-combining is done by a bitwise OR between the two colours. This scheme won't easily allow creation of your graphic from a player and a missile, because you need a 3-pixel-wide area for the centre and this can't be created from an overlap with a single missile- also you can't create white by ORing with a non-greyscale colour. Edited September 16, 2022 by drpeter 2 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted September 16, 2022 Author Share Posted September 16, 2022 1 hour ago, drpeter said: First, consider that ordinarily players & missiles have 4 independent colours between them, one for each player and its corresponding missile (such that the colour of player 0 is the same as the colour of missile 0 etc.) In this scheme, to produce your 2-colour graphic your would need to have an orange player & missile, say Player 0 and Missile0, and a white player & missile, say Player 1 and Missile 1. If you make Missile 1 double-size, so that it's effectively 4 pixels wide rather than just 2, you can then place the white missile 1 'behind' the open centre of orange Player 0 so that the white shows through the gap. This scheme commits you to also having a white player (Player 1) that you use elsewhere. If you set the 4 missiles to be a '5th player', instead of taking the colour of their respective player they all take the colour of playfield colour 3. If you set playfield colour 3 to white, you can again make a missile double-size and place it behind the centre of Player 0. This scheme commits you to having playfield colour 3 as white, as well as all 4 missiles. If you set the multicolour players option, any areas of Player/missile 0 that overlap with Player/missile 1 will be displayed as a combined colour mixed from the colour of Player/missile 0 and that of Player/missile 1. This colour-combining is done by a bitwise OR between the two colours. This scheme won't easily allow creation of your graphic from a player and a missile, because you need a 3-pixel-wide area for the centre and this can't be created from an overlap with a single missile- also you can't create white by ORing with a non-greyscale colour. Ok that's what I was missing - the colors "paired" if you will. Quote Link to comment Share on other sites More sharing options...
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