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Forums > C64 Coding > Multicolor text mode 4x8
2010-02-08 16:53
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.
2010-02-08 17:18
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.
2010-02-08 17:22
breeze
Account closed

Registered: Mar 2009
Posts: 20
Thank you very much for the quick answer, Oswald.
2010-02-08 22:28
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.
2010-02-08 23:41
breeze
Account closed

Registered: Mar 2009
Posts: 20
ok, thanks ready, for information
2011-03-16 00:19
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)
2011-03-16 12:21
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)
2011-03-16 14:12
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. :)
2011-03-16 14:30
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)
2011-03-16 14:56
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. :)
2011-03-16 16:04
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 ;-)
2011-03-16 17:56
algorithm

Registered: May 2002
Posts: 705
Quote: You can have hires pixels in one color (8-15) if you set $D021 to this color. :)

Hehe yes, ofcourse. I meant the independant choice per 8x8 block. $d021,22,23 would account for the entire image (unless splits are used)
2011-03-16 18:05
Oswald

Registered: Apr 2002
Posts: 5094
Quote: 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)


since when are colors 8-15 called hires ? :)
2011-03-16 18:36
algorithm

Registered: May 2002
Posts: 705
Hehe i certainly worded that incorrectly. I meant that colors 8-15 dont appear in a 8x8 hires block if using the mcol char mode (unless $d021/22/23 is used)
2011-03-16 23:35
TWW

Registered: Jul 2009
Posts: 545
Quote: Hehe i certainly worded that incorrectly. I meant that colors 8-15 dont appear in a 8x8 hires block if using the mcol char mode (unless $d021/22/23 is used)

Isn't it an oxymoron stating:

XXX doesen't appear in a 8x8 "Hi-Res" block if you use "Multicollor"?




I know... I'm just out for some shit and giggles 8-D
2011-03-16 23:40
algorithm

Registered: May 2002
Posts: 705
Multicolor Char mode i meant (Which can comprise of hires and mcol blocks) instead of multicolor.

The mode has some potential. Combined with multicolor underlay and $d021/22/23/25/26 splits I will see what i can come up with
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