![]() |
|
Thanks a lot for the detailed reply I'll try and give it a shot one of these days and see what I can do!
Thanks :)
It's really not that hard, in this case all you need to watch out for is not to have more than 3 colours per 8x8 pixels, plus an aditional background colour, which can be any of the 16. In this pic I used mid grey as the global, which is a kinda special case, and can be used as a substitute for quite a few colours. But the BG colour is not that important in my personal experience, any colour can be made to work decently.
Technically you can use more than those 3+1 colors per block, but then it gets a bit weird in this mode because of the dither overlay, and is not really usable in a lot of cases (You can download the executable here at CSDb and run it in a C64 emulator, such as VICE/WinVICE, micro64, or others to see how the dither affects it in realtime, this pic here is just a blended image. Emu is not as good as on the real thing obviously, since the flicker for one thing is less stable on emulator, because of refresh rates, but it will give you an idea.)
You could also give the normal MCOL mode a try, which is also 3+1 colours at a resolution of 160x200 widepixels. DawnBringer has made a script to check for that for Grafx2.
You asked ptoing if he knew how a c64 color mode works. That's askin' for trouble!
Amazing work! Don't think I would ever be able to draw anything with all those restrictions, lol
DB: Yes, of course I do. It is 2 MCOL pictures which alternate, and the whole screen is covered in x-expanded hires sprites in a dither pattern which is offset by one pixel on x. So each dither pixel will cover the halves of 2 mcol pixels. And then in the other bitmap the dither is reversed. This gives the hires look as well as the tinted colours.
Ah, cool stuff!
Do you know the trickery behind this mode?
Fantastic picture, congratulations on second place in a great compo!
That's the spirit! More people giving C64 stuff a shot makes me happy. :)