3 ms·
<quote>- Handpixeled graphics in MulticolorCharset Mode of the C64 (in short: 4 colors per 4x8 square, three global out of 16, one unique out of 8) (or: two co
by profeta 11y ago
<quote>- Handpixeled graphics in MulticolorCharset Mode of the C64
(in short: 4 colors per 4x8 square, three global out of 16, one unique out of 8)
(or: two colors in 8x8, one global, one out of 8 / maximum of 256 such squares)</quote>
sounds painful.
- PhasmaFelis 11y agoIt's not so bad. You pick three colors for the whole screen, then one unique color per character square. Sprites are handled separately (in hardware) and get their own individual color selections, which makes things a lot easier--you don't have to worry about your sprites stomping on the background elements. (The line you quote is a bit confusing--he's describing both of the available display modes, even though the game only uses the first.)
- v3to 11y agoHi. I am the gfx artist of the game. MultiColor Charmode is a mixed mode, so it is possible to use high and low resolutions the same time. There is a limitation for the individual color that you can use the first half of the C64 palette. I posted mockup screens on Pixeljoint from time to time. The street scene (link) uses high resolution for the roof of the shed for example. http://pixeljoint.com/pixelart/96007.htm http://pixeljoint.com/pixelart/96007.htm The restrictions for sprite colors are similiar. There is also only one individual color, but the whole palette can be used here.