As I said on the AA A8/5200 Programming Forum I always want to get a way that works and that can really build a more faithfull to the arcade version on A8.
And I think I finally got it...
Now we have:
PF0: 'The backs' gfxs (any colour)
PF1: Always white
PF2: Any colour that with DLIs get different line bricks colours
PF3: Always the lilac blue (7A)
BAK: Always black
The PMGs use:
(Paddle/Vaus is now like in Arcade same colours (Red and Grays) and always the same colour in all the game's Rounds)
P0 is the middle of the paddle/Vaus (DLIs different grays shades)
P2 and P3 are the Red sides of it (also other colour for the sides when the Vaus turns into the 'shooting possibility)
P1 is the bonus 'balloon'
Missiles are in 5th Player mode where's:
M0 and M1 are the letter on thne bonus
M2 and M3 are the sides 2pixels of the Vaus
Then, Enemys and balls/shots are are software sprites.
Now we also have P2 and P3 free that we can haveone or two more colours per each bricks line (even a third more colour if P2+P3 in Multicolour Mode).
Here you can see a 'free example' of this that I did (now we can have, in certain circunstancies 7colours on each bricks line):
I also re-done some bricks so that we always know wich need just to be hitted be time, two or three times or are indestructible:
Here is two screens and the correspondant old and other versions:
ROUND17:
ROUND10:
Here that Round17 4versions to compare the screen's dimension and the bricks line(s):
I think this can really become true if anyone wants to get the code with me and we already have the Presentation screen re-done of the C64 version by Tezz:
Just need to ask him to free-up PM0+PM1 Multicolour on some scanlines so that we can have the animation sequence of the enemy spaceship comming and destroy that 'our ship' top circle and then the Paddle/Vaus goes out into space.
What do you say?