Path: utzoo!utgpu!water!watmath!clyde!bellcore!rutgers!mit-eddie!bbn!oberon!pollux.usc.edu!papa From: papa@pollux.usc.edu (Marco Papa) Newsgroups: comp.sys.amiga Subject: Re: graphics chips ideas Message-ID: <11671@oberon.USC.EDU> Date: 18 Aug 88 06:44:29 GMT References: <0Wz-V=Au8k-083IFce@andrew.cmu.edu> <1515@pembina.UUCP> <212@snll-arpagw.UUCP> <2501@sugar.uu.net> Sender: news@oberon.USC.EDU Reply-To: papa@pollux.usc.edu (Marco Papa) Organization: Felsina Software, Los Angeles, CA Lines: 23 In article <2501@sugar.uu.net| peter@sugar.uu.net (Peter da Silva) writes: |From <212@snll-arpagw.UUCP|, paolucci@snll-arpagw.UUCP (Sam Paolucci): || How do you get 32 colors with DualPlayfield? Or do I misunderstand you? || Please elaborate. | |You misunderstand me. This is *instead* of DualPlayfield. You use a 6-bitplane |screen, planes 0-4 are 32 colors of TEK graphics. Plane 5 is text. The screen |is set up extra-halfbright, so the text appears as a darker shade of the |colors. It might be hard to read for certain patterns and color combinations |(:->). Peter, I am sorry but you can have 32-colors (5-bitplanes) or use halfbright mode ONLY in LOW-RESOLUTION screens. The result is a very lousy looking Tek 4105 emulator. Sam's solution (3-bitplanes for graphics, 1 bitplane for text, HIGH-RES), is the best compromise. I can tell because I tried them all and ended up with the above for the Tek 4105 I implemented last year, and that should be included in the Professional version of A-Talk III. -- Marco Papa 'Doc' -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= uucp:...!pollux!papa BIX:papa ARPAnet:pollux!papa@oberon.usc.edu "There's Alpha, Beta, Gamma and Diga!" -- Leo Schwab [quoting Rick Unland] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=