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 Post subject: A8 GTIA Revival ?
PostPosted: Tue Jul 16, 2013 6:39 pm 
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Looks like large pixels in different forms have become fashionable on A8 these days:

http://atariage.com/forums/topic/214476 ... try2791798



viewtopic.php?f=5&t=447



http://atariage.com/forums/topic/214488 ... try2792024



The last one "Assembloids" has something uncommon - hires mixed with gtia shades of grey + PM colored underlay...
I'm eager to find out how exactly are those three mixed together...

What do you guys think ?

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 Post subject: Re: A8 GTIA Revival ?
PostPosted: Tue Jul 16, 2013 7:24 pm 
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It's one of those things; if something is interesting, someone'll rock up and have a play with it. =-)

i've got two iterations of a half completed APAC-based picture shuffling game that's even older than my original GTIA scroll engine (that one's bitmap and splits the colours of four single colour players every scanline) and a few other ideas i've never finished...

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 Post subject: Re: A8 GTIA Revival ?
PostPosted: Wed Jul 17, 2013 1:31 pm 
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And in all that two TMRs and Paul Lay there's still missing one thing that can be used on GTIA Mode9 to have another one colour with the 16luminances on the same line.

The two seems to using Players Multicolour size 8pixels wide.
The 4Missiles aren't used? So put them as 5th Player/PF3 colour in quadruple wide and overlaying the GTIA pixels gets the Missiles/PF3 colour in the 16luminances.

For example TMR game:
Put a cell of Missiles on the sky for Bonus or Weapons.
You will have your browns gfxs but you get a tile other colour.
;)


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 Post subject: Re: A8 GTIA Revival ?
PostPosted: Wed Jul 17, 2013 2:22 pm 
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José Pereira wrote:
And in all that two TMRs and Paul Lay there's still missing one thing that can be used on GTIA Mode9 to have another one colour with the 16luminances on the same line.

The two seems to using Players Multicolour size 8pixels wide.
The 4Missiles aren't used?


In my case they're used; i can't clip the horizontally expanded players in software at the edges so the missiles take care of that and making sure the background colour doesn't extend out of the playfield. And the routine generating the enemy objects is already unrolled so i can't slip any more commands in to split missile positions...

Paul Lay's code appears to be using at least some of the missiles for player bullets (the sprite use is too heavy to just be players) so he's in a similar boat.

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