60x44 low res mode
- DenisGrachev
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60x44 low res mode
Hi, during a development of Twinlight i've made a lot of tests with a color lowres mode with 4x4 pixels.
I've found a 48k machine are not enough for me, but i think it may be useful for someone
So, here it is. A NIrvana based 60x44 low res test. It grab a attribute value during a nirvana loop and inject it to nirvana code )
Also there is a dirty setPixel proc to draw a single color pixel.
Have fun!
https://www.dropbox.com/s/r6ytv7l9feg0m ... 3.zip?dl=0
I've found a 48k machine are not enough for me, but i think it may be useful for someone
So, here it is. A NIrvana based 60x44 low res test. It grab a attribute value during a nirvana loop and inject it to nirvana code )
Also there is a dirty setPixel proc to draw a single color pixel.
Have fun!
https://www.dropbox.com/s/r6ytv7l9feg0m ... 3.zip?dl=0
Re: 60x44 low res mode
Why 60x44 and not 64x48? It's possible to do it full screen.
Re: 60x44 low res mode
Could do some great Atari 2600 ports.
- MatGubbins
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Re: 60x44 low res mode
Looks great. thank you for sharing.
- DenisGrachev
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Re: 60x44 low res mode
This is great! Like Radastan lite
Robin Verhagen-Guest
SevenFFF / Threetwosevensixseven / colonel32
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SevenFFF / Threetwosevensixseven / colonel32
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- Microbot
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Re: 60x44 low res mode
60x44 nirvana? why you need nirvana to do that?
You can do 64x48 without any scanline "tricks". It's like the zx81 "graphic" standard mode + paper + ink
You can do 64x48 without any scanline "tricks". It's like the zx81 "graphic" standard mode + paper + ink
Re: 60x44 low res mode
You can't have 4 individual colours in one 'char' without a raster split somewhere.chernandezba wrote: ↑Mon Feb 19, 2018 1:18 pm You can do 64x48 without any scanline "tricks". It's like the zx81 "graphic" standard mode + paper + ink
ZX Soft - ALIEN(BUGFIX) - GB Soft - Demoscene
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- Microbot
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Re: 60x44 low res mode
Well I forgot the 32x24 attribute limitation So it's possible to 64x48 but combining paper/ink...
- DenisGrachev
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Re: 60x44 low res mode
It's possible to 64x24 or 32x48 by just combining ink|papper without raster tricks
Re: 60x44 low res mode
Yes, but we will always get a rectangular "pixel", either vertical or horizontal, respectively.DenisGrachev wrote: ↑Tue Feb 20, 2018 5:49 am ...
It's possible to 64x24 or 32x48 by just combining ink|papper without raster tricks
Re: 60x44 low res mode
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
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.
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
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.
Re: 60x44 low res mode
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.
But 64x48 graphics are even easier on a 128K - you just switch between two screens every four scanlines.
Re: 60x44 low res mode
I had an idea to make a multicolour speedloader doing exactly this. Although it would probably be a slowloader 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.
Robin Verhagen-Guest
SevenFFF / Threetwosevensixseven / colonel32
NXtel • NXTP • ESP Update • ESP Reset • CSpect Plugins
SevenFFF / Threetwosevensixseven / colonel32
NXtel • NXTP • ESP Update • ESP Reset • CSpect Plugins