I have successfully rendered the clown picture in low-resolution:
I call this display mode PCIN IRG. It is like PCIN except that this time the display uses ANTIC 5 (Graphics 13) mixed with Graphics 10, instead of Antic 4.
Differences in this display mode are, that since you can't use Antic 2, you have to use the graphics 10 palette under Antic 5. You still get all 9 Graphics 10 colors, but the paletting is different. Basically, we are only concerned with color combinations 5 through 11 in this mode, and they are laid out as follows:
Normal Characters: Inverse characters:
5 - COLP0 (704) COLP0 (704)
6 - COLP1 (705) COLP1 (705)
7 -
COLP2 (706) COLP3 (707)
8 - COLBAK (712) COLBAK (712)
9 - COLPF0 (708) COLPF0 (708)
10 - COLPF1 (709) COLPF1 (709)
11 -
COLPF2 (710) COLPF3 (711)
Notice that, in bold, color combinations 7 and 11 change when the character is in inverse ... specifically, COLP2 is replaced with COLP3 and COLPF2 is replaced with COLPF3. This is analogous to the Antic 4/5 color layout, where COLPF3 replaced PF2 when in inverse. This means of course that you cannot have P3 and PF3 in the same character cell with P2 or PF2.
With this limitation, your color resolution in PCIN IRG is slightly reduced from 34 colors to somewhere about 32.
The fonts in this picture were converted from normal Graphics 10 fonts, using an algorithm which converts the colors into their appropriate Antic 5 equivalents, and does substitutions with the next nearest color if there are any PF2/P2 and PF3/P3 conflicts. Where PF0-PF3 mix across modes, the pixels have also been dithered in a checkerboard pattern to reduce flicker.
So, basically, you now have a display mode which can show 32 colors at Graphics 7 resolution. You could theoretically use this as a bitmap mode, except that you would be POKEing into the character font memory instead of the screen memory to plot pixels, only using the screen memory to inverse a character anywhere you wanted to use COLP3 or COLPF3. The coordinate system would be different as well, but theoretically, softsprite routines could also be written for this display mode as well ... imagine using this mode for games like Space Harrier.
The ATR is attached. Run "D:CLOWNLO.TUR"...
Warning: This demo will only run accurately on a real Atari, or on Altirra versions 2.0 and up. There is an issue where color #8 (COLBAK) does not display correctly in this mode under most emulators (COLPF0 at 708 is shown instead). This bug was addressed and fixed with Altirra 2.0. In addition, earlier versions of Atari800Win will not display correctly the lowercase and control characters in this mode.
Next step: Doing CIN (Gr. 13+11) and MIN (Gr. 13+9) pictures in this resolution, followed by GTIA modes in this resolution (including HIP ... which should allow 35 shades monochrome in this resolution).
clownlo.atr 90.02K
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Edited by Synthpopalooza, Sun May 13, 2012 3:09 PM.