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codeNote.txt
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64 lines (47 loc) · 1.75 KB
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--- programming notes (just archiving them)
Visual design - base is the LoRes mixing test:
Legend sprite + layer2 + ulaLoRes - move to RIGHT.
MachineID + core version = move to top-left, ahead of the legend boxes
Put "PRESS I O P" (letters under particular legend box) (1 or 2 lines?)
The actual mixing will happen at char lines 6..9 and 12..15 - two empty lines between
(maybe a bit more down, as the new "PRESS" idea happened)
Left is legend with expected result, next to it is real result box
8x8 Layer2 - pixels needed for colour mixing
4x4 LoRes - pixels needed for colour mixing
---- |||| 4 intensities of one base colour
---- ||||
---- ||||
---- ||||
base colour options: rotate (11101000) -> 000, 100, 010, 101, 110, 111, 011, 001
increments from 0 to 7 does cover them too, but rotating is more fun, right?
Two new mixing modes: S L+U, S L+U
Pick LoRes for ULA -> allows for non-hackish pixels using different colours
%110 = S (L+U)
%111 = S (L+U-5)
transparent = other layer displayed unchanged
if L2p => final colour is "priority" too
Palette needed:
black, white, b_white, t_white, text, d_text, Tpink, TpinkP ; 8
sprite, layer2, ula ; legend + expected ; 11
; expected result will display U+L as 1x1 L2 dither!
l2_0, l2_1, l2_2, l2_3 ; 15
u_0, u_1, u_2, u_3 ; 19
intesity of 4: 7531 ; for 0 use base colour black
combinations:
Sprites: {ss, sT, sX}
Layer2: {ll, pp, lT, pT}
ULA: {uu, uT}
= 24 combinations (and then after that the clamping has to exercised)
Clamping L+U:
0+anything = anything
a+b <= 7 = no clamping
a+b > 7 = clamp to 7
7+7 ]= 7 (max case)
Clamping L+U-5:
0+0-5 ]= 0 (min case)
0+0..4-5 ]= 0 clamp to 0
0+5-5 = 0
5+anything-5 = anything
6..7 + b - 5 <= 7 = no clamping
6..7 + b - 5 > 7 ]= 7 clamp to 7
7+7-5 ]= 7 (max case)