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'
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