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Forums > C64 Coding > 4x4 FLI questions..
2023-10-13 07:51
ws

Registered: Apr 2012
Posts: 228
4x4 FLI questions..

So, Onslaught Design uses a gfx mode which I have never consciously observed before, and i was amazed that it actually seems to be all characters, no bitmap, no sprites.

So, do i get this right: like this you can get any of 16 colours next to eachother in a 4x4 pix matrix with only 2x 1k (minus the fli bug gap) ? Or are there neighbouring restrictions, too?

Question2: is there a crossplatform converter for this already, like PNG or BMP to 4x4 Charmode FLI?

Question3: can you point me at a plasma that uses this mode?

Thanks!
 
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2023-10-16 16:40
ChristopherJam

Registered: Aug 2004
Posts: 1378
Of course, if you don't want to do quite so much fragmenting but still would prefer not to spend an entire 8000 bytes on repeated $f0, you can mix and match the techniques a little.

Just use FLI to allow the character pointer to advance to a new row every half a dozen pixel rows or thereabouts (eg every 20 or 24 raster lines), then you can drop your bitmap size down to a touch over 3k, and fit all the screens you need in the same bank.

You'll need a few sprites here and there to patch over the FLI bug if you want a full 80x50 display area, but most of the rows will be full width already.

(thinking out loud here, e&oe)
2023-10-16 19:10
ws

Registered: Apr 2012
Posts: 228
@Christopherjam: oh, most interesting, didn't know that! But can it be "exploited" like switching it on a rasterline back and forth? Damn i never even shallow-dived into C128 although i had (and again have) one. Such a shame.
2023-10-16 20:17
mankeli

Registered: Oct 2010
Posts: 110
Quote: that reminds me of a question in another thread, if there would be any desirable additional feature for the VICII, and yes, that would def be a switchable/banked color ram. but since it is hard-wired, that will remain an eternal desire.

Axis had a routine in Incoherent Nightmare (iirc) that had color ram split into two pages :)
2023-10-16 22:47
chatGPZ

Registered: Dec 2001
Posts: 11116
The greetings part in CL13 does this as well.
2023-10-17 07:43
ChristopherJam

Registered: Aug 2004
Posts: 1378
@ws: so far as I'm aware the color RAM values are fetched at the same time as the character indices, just like on c64, so you wouldn't be able to switch mid line as the video chip is stealing all the cycles at that point. But you can still choose each raster independently if you force them all to be badlines.
2023-10-17 20:16
Digger

Registered: Mar 2005
Posts: 421
These discussions usually result in HCL, Cruzer or Krill inventing a new (G)FX mode =)
Like that plasma in The Elder Scrollers using 4x3 wide pixel blocks.
2023-10-17 20:35
HCL

Registered: Feb 2003
Posts: 716
I'm not quite sure what you guys mean in the latest few posts.. splitting color RAM.. Couldn't find that in Incoherent Nightmare or ComaLight 13, perhaps i didn't look enough :).

Splitting color RAM was dedicated a whole chapter in Edge of Disgrace.. 3-4 parts in a row! At least that's what i call splitting color RAM..
2023-10-17 21:51
Digger

Registered: Mar 2005
Posts: 421
Quote: I'm not quite sure what you guys mean in the latest few posts.. splitting color RAM.. Couldn't find that in Incoherent Nightmare or ComaLight 13, perhaps i didn't look enough :).

Splitting color RAM was dedicated a whole chapter in Edge of Disgrace.. 3-4 parts in a row! At least that's what i call splitting color RAM..


@HCL: You mean HCB? And HCB-like plasmas?
2023-10-17 22:42
chatGPZ

Registered: Dec 2001
Posts: 11116
I was referring to double height "chars", allowing to double buffer color ram. Which i think is what mankeli implied :)
2023-10-18 01:03
mankeli

Registered: Oct 2010
Posts: 110
Quote: I was referring to double height "chars", allowing to double buffer color ram. Which i think is what mankeli implied :)

Yeah, that's what i meant. :) Didn't know the cl13 greetspart uses that too! It's not visible at all.
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