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8-bit GFX pushed to the limits (Bill and Mark)

Bill Loguidice wrote:
And yes, we, as Americans, might have missed out on the MSX phase, but the reality is there was nothing wrong with the "de facto" C-64. Pretty much everything possible on the MSX specification was possible with the C-64, and then some.

It's not so much the hardware "possibilities" as the human "possibilities" I'm talking about. Even now, 20+ years later, these systems are being taken to new, expanding heights by homebrew programmers! Imagine if these "homebrew" programmers were around during the heyday of these machines, and had corporate budgets behind them? That's kind of what I saw with MSX back then in comparison to the Colecovision. The Japanese programmers took the Coleco/MSX platform to new heights (at least in my eyes), which would have spurred the Western programmers, which would have further spurred the Eastern programmers, etc.

The screenshots from the "Opcode" website (which I never heard of until your reference, BTW), look extremely cool! Too bad these programmers will never be justly rewarded financially for their efforts!

Mark Vergeer wrote:
Hires Mode
[....]
I've used this graphics mode with nmi-sprites on top (raster interrupt sprites to be able to display more than 8 sprites at once) to be able to simulate 320x200 pixels with 4 colours per 8x8 pixel attribute cells. Those sprites needed to be single colour/hires sprites in order for it to work. Multicoloured sprites had a horizontal resolution that was half the 320x200 resolution.

Believe it or not, Mark, your technique is very close to the technique I had in mind 20+ years ago that I wanted to introduce to the world on the Atari! Yes, I used "sprites" (or "player/missile graphics" as they were referred to on the Atari) to enhance the colors. #&$*%!!!! I need to do some more research to see if my technique hasn't been already reproduced on the Atari, since the C-64 guys (like you!) have something very similar! Great minds think alike, eh? :-)

Mark Vergeer wrote:
I got this from the programmer's reference guide. But this website explains it much better than I do and shows some nice examples of enhanced graphics modes on the c64 that programmers have discovered and that where not thought possible by the original designers of the machine. The graphics modes consists of various interlaced modes being able to use more colours per attribute cell, simulate more than 16 colours by blending or interlacing. I just love the c64 because of the direct access to the hardware we were able to tap into possibilities the original designers didn't foresee to be possible!

OMG!!! That website is awesome, and again, it looks like the technique is very similar to mine! (I think mine has a few more tricks up its sleeve, though.) Considering the Atari had many more colors available (256 vs. 16), I think a fair picture of what I had in mind can be seen. I lost my old code, however, and was already fired up to reproduce it until I read your message.

Thanks to you, I really have to do more research to make sure my technique hasn't been discovered yet before I proceed with my "demo". :-(
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