60x44 low res mode

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RMartins
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Re: 60x44 low res mode

Post by RMartins »

DenisGrachev wrote: Tue Feb 20, 2018 5:49 am ...
It's possible to 64x24 or 32x48 by just combining ink|papper without raster tricks
Yes, but we will always get a rectangular "pixel", either vertical or horizontal, respectively.
Ralf
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Re: 60x44 low res mode

Post by Ralf »

I did once a part of a demo using 64x48 mode in Spectrum 48. That's my only demoscene achievement in my entire life ;)

The demo is called Mission Highly Improbable, the girl on the combined screenshot below is my job:

http://www.pouet.net/prod.php?which=62802
Image

And the Youtube video. My part starts at 4:00
[youtube]https://youtu.be/dGl1uVeRbsQ[/youtube]

Actually I was able to do this multicolor in a loop. So the code doesn't take 8 kilobytes or so like in Nirvana where it is all unrolled but only about 300 bytes.

Of course Nirvana does a more ambitious job - it does 8x2 attributes not 8x4 so a loop would be too slow for such effect.
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Joefish
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Re: 60x44 low res mode

Post by Joefish »

It's pretty easy to do 24-character wide 8x2 attributes in a loop, copying from a buffer.
But 64x48 graphics are even easier on a 128K - you just switch between two screens every four scanlines.
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Seven.FFF
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Re: 60x44 low res mode

Post by Seven.FFF »

Joefish wrote: Wed Feb 21, 2018 2:43 pm But 64x48 graphics are even easier on a 128K - you just switch between two screens every four scanlines.
I had an idea to make a multicolour speedloader doing exactly this. Although it would probably be a slowloader :D Would work best on the kind of graphics where there's lots of gradual incremental changes in the animation. Like two separate areas of the screen, one dissolving in while the other dissolves out, or something.

Zeus has some nice tools for writing custom loaders. It has a mode 4 loader with a data callback for your custom effects, and a simulation of speed errors and wow/flutter for testing how tolerant your code is. You bake the data into a section that gets loaded first, then it supplies data indexes in the callback so you can look them up and do small progressive changes.
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