| |
breeze Account closed
Registered: Mar 2009 Posts: 20 |
Multicolor text mode 4x8
Hi!
I was read on the wikipedia, some information about text mode Commodore C64 - 4x8 multicolor:
| Text mode: 40×25 characters; 256 user-defined chars (8×8 pixels, or 4×8 in multicolor mode); 4-bit color RAM defines foreground color.
But as an example, show only the standard text screenshot.
Somebody can explain to me what is it this in text mode, as it turns on and preferably with an example.
I would be glad if you bring in a sample screenshot.
Many thanks in advance. |
|
| |
Oswald
Registered: Apr 2002 Posts: 5094 |
http://codebase64.org/doku.php?id=base:built_in_screen_modes#mu..
poke53270,216 after startup to see it. |
| |
breeze Account closed
Registered: Mar 2009 Posts: 20 |
Thank you very much for the quick answer, Oswald. |
| |
ready.
Registered: Feb 2003 Posts: 441 |
by the way: if you turn ON that mode you can see the characters in both high res and multicolor. If you use colors 0-7 you have high res chars. If you use 8-15 you have multicolor char.
I used this technique to have both high res and multicolor on the same screen. Look at the screenshot:
Aurora 85%-90%
it's all chars (except for the Aurora sprites over the chars). the side picture is multicolor, the center plot is high res.
Hope this clearifies a bit. |
| |
breeze Account closed
Registered: Mar 2009 Posts: 20 |
ok, thanks ready, for information |
| |
Optimus
Registered: Jan 2002 Posts: 122 |
Quote:by the way: if you turn ON that mode you can see the characters in both high res and multicolor. If you use colors 0-7 you have high res chars. If you use 8-15 you have multicolor char.
Aaargghhhh!! I switched to multicolor text mode and then changed colours sending 7, wondering why I still get highres chars. I couldn't find a clue in the docs. I only figured this out by reading your answer.
Also, neat effect with the mix, didn't know you could even do this (The VIC surprises me) |
| |
algorithm
Registered: May 2002 Posts: 705 |
I have an idea for a gfx mode using the char method (in combination with sprites)
Limitation ofcourse is that for Hires, only the first 8 colors can be used (same for Multicolor. 8-15 is mapped onto 0-7) hence careful selection of the two main multicolors are required ($d022-$d023)
This is why you dont see any hires parallax (as in turrican/turrican2/phobia/mayhem in monsterland etc) or any hires combo using any hires color (8-15)
|
| |
Skate
Registered: Jul 2003 Posts: 494 |
worst thing is, you are not able to use 3 gray tones at the same time using multicolor character mode. but at the same time we have many colorful demo parts thanks to this limitation. :) |
| |
v3to
Registered: Feb 2005 Posts: 150 |
hm. imo it is not necessary to set any of the fixed colors to black. in most cases it is enough to use the variable one for this... (as seen in some games like mayhem, rolling ronny, some parts of turrican) |
| |
S.E.S.
Registered: Apr 2010 Posts: 19 |
You can have hires pixels in one color (8-15) if you set $D021 to this color. :) |
| |
TWW
Registered: Jul 2009 Posts: 545 |
Quote: worst thing is, you are not able to use 3 gray tones at the same time using multicolor character mode. but at the same time we have many colorful demo parts thanks to this limitation. :)
As S.E.S sais;
Use $d022 & $d023 for dark grey and medium grey
Use $d021 for light grey
THEN use $d800 for any of the 8 first collors ;-) |
... 5 posts hidden. Click here to view all posts.... |
Previous - 1 | 2 - Next |