For anything related to VDP (plane, color, sprite, tiles)
Moderators: BigEvilCorporation, Mask of Destiny
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r57shell
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- Location: Russia
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by r57shell » Wed Oct 16, 2013 5:42 pm
I don't know where to find info... but in
such info:
Colors 0Eh, 1Eh, 2Eh, are always shown at normal intensity regardless of priority. I'd say this a bug rather than a feature.
1) Is it true?
2) Where I can read mostly latest info about VDP research? forum/doc?
I'm sad that I can't make tests myself.
I want sprites masking info too... and other tricks, examples of games using that. May be someone knows MegaDrive game that is use 320x240.
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Charles MacDonald
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- Joined: Sat Apr 21, 2007 1:14 am
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by Charles MacDonald » Thu Oct 17, 2013 10:49 pm
1) Is it true?
2) Where I can read mostly latest info about VDP research? forum/doc?
Yes it's a side effect of how the highlight function works. Normally for sprites using palette 3, a sprite pixel value of $0E enables the highlight effect.
Now for whatever reason, possibly a bug, a sprite pixel value of $0E for any other palette (0,1,2) is also displayed at the normal brightness level.
All the current VDP findings are buried in the spritesmind forum postings. Nemesis is working on some comprehensive VDP documentation currently, and you can also look at the Genesis Plus GX source code which has really good VDP emulation thanks to Eke's hard work.
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r57shell
- Very interested
- Posts: 478
- Joined: Sun Dec 23, 2012 1:30 pm
- Location: Russia
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Contact:
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by r57shell » Thu Oct 17, 2013 10:54 pm
That is what I doing now
reading sources... and making own test rom.
Very interesting moment: Is it true for backdrop color too?
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Charles MacDonald
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by Charles MacDonald » Fri Oct 18, 2013 3:57 am
r57shell wrote:That is what I doing now
reading sources... and making own test rom.
Very interesting moment: Is it true for backdrop color too?
Luckily it only affects the sprites.
So color $0E of background layers or the backdrop appear as they should in shadow/highlight mode.