Hi,
This is a compilation...
MkII wrote:
>It's a 4-bit digital RGBI sprite color. To be precise, it's an IGRB color
>code (Intensity Green Red Blue) that works in gfx7. In other modes it's
>just a 4-bit index for the 16 color palette.
>
>1000 should be an "intensity enabled" black, but yields pure orange on a
>MSX2.
What gave you that idea?
VGA 16 colors works that way, but G7 mode doesn't.
Daniel Atreides wrote:
> There is no time to change 32 times the 16 colors, in the same
>refresh of the screen.
Yes there is.
You can change 3 colors per line and sync it too. I did it in Almost Real
(Nemesis wipe on names in the intro scroll and fading of text in end scroll).
If you omit the sync, you can do 4 colors per line. 4x212=848. And if
that's not enough, there is still overscan...
Daniel Zorita wrote:
>But if you use 2 Screen8 pages, you can get more colors by averaging
>between the 2 pages. (Tiling mode, not Interlacing mode).
>I made a program to see BMP files (8 bit & 24 bit)
>in Screen8 using 2 pages, and the result is even better than Screen 12 !!
>The grays are better on Screen 12, but colors are better on "Screen 8
>Plus", (as I call it.) Because pixels don't depend on nearest others.
Just curious, did anyone ever try to apply that trick to SCREEN11 or
SCREEN12 pictures? It would be really difficult to optimize color choice,
but the result might be impressive.
>Some MSX demos use this system to show more colors at Screen 5 or 7 or 8.
For example NOP's Unknown Reality (SCREEN8).
Laurens wrote:
>Ah... the famous color burst-registers... It has got 3 (three!!!) registers
>reserved for it, so it must have some use... Is there sombody out there who
>knows what they do??? Maybe we should ask Yamaha (if they respond)???
There is a Brazilian demo that uses this feature. But I forgot the name. It
was released a couple of years ago. Anyone remembers?
Bye,
Maarten
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