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A8 PAL 'Blending' Bitmap Brothers

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Hi.
As I was saying on the Progarmming Forum it sure can be an A8 version of Xenon or something like around the same type...

PAL Blending cannot be all those changes scan by scanline.
You can even have the same 5colours all screen high..

PF0: Gray (0,6)
PF1: White/Light Gray 0,12)
BACKGR.: Black/Darkest Gray (0,2)

Then you'll get the blending on
PF2: Blue colour8
PF3: Metalic Blue colour9

PRIOR1

32Bytes Narrow Mode wide screen (more cycles for the game...)
4Charsets for the Playing Area (Interleaved Charsets: 0,1,2,3,0,1,2,3,...)
Bottom Status area in GR.8 Bitmap Mode with some PMGs overlays (yes, I get the ZX Spectrum version and almost 'pixel by pixel' get it good looking, I think, t the Bottom).
The Left and Right Bars also get the feeling of Walls and as they are 'all high' equal' no problem in having Vertical Hardware scrolling (remember the Walls at their other game Speedball? Maybe the next one to try)

This way you get lots of luminances same colour blending PF2 and PF3 with the Gray, White and Black.
At the same time you also get these three colours looking good and no clash to get the Enemy ships as soft sprites only.
Our ship can be two PMGs Multicolour where:
-> Ship it's P0+P1/P2+P3 16pixels wide
-> M0+M1 and M2+M3 gives you the Left and Right Balls around 'our ship'


Now why this games are ideal for A8? Because we have Pallete to get those nice and caratheristic 'Bitmap Brothers' looking.
We can have a beautiful IMHO with just 5colours more the PMGs on 'our ship'.
So, there's no reason for not having 2D shoots, right?


-> PAL Blending on Altirra:
XENON A8 clever PAL Blending _2.png
-> And for NTSC guys it also looks good and no Blending needed:
XENON A8 NO Blending _2.png


:) :P

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