Has the Amstrad CPC 464 a real text mode, like the C64? Or the CPC has
only graphics mode?
In message on 1 Jul 2016 B. P. TBC wrote:
Has the Amstrad CPC 464 a real text mode, like the C64? Or the CPC has only graphics mode?
The CPC 464 only has three graphics modes. All modes are 200 pixels high (25 text lines of 8 pixels). MODE 0 is 160 pixels wide, MODE 1 is 320 pixels wide and MODE 2 is 640 pixels, with 4, 2 and 1 bits per pixel respectively, so all 16K.
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Matthew Phillips
Durham
On Saturday, 2 July 2016 04:09:47 UTC+10, Matthew Phillips wrote:
In message on 1 Jul 2016 B. P. TBC wrote:
Has the Amstrad CPC 464 a real text mode, like the C64? Or the CPC has only graphics mode?
The CPC 464 only has three graphics modes. All modes are 200 pixels high (25 text lines of 8 pixels). MODE 0 is 160 pixels wide, MODE 1 is 320 pixels wide and MODE 2 is 640 pixels, with 4, 2 and 1 bits per pixel respectively, so all 16K.
The Amstrad has an 4 Graphics Mode if you include the more obscure 4
coloured Mode 0, it works differently from MODE 0 in that a hidden screen
can be drawn and displayed based on the INKs. From what I can tell it has't been widely used and as MODE 0 offers up to 16 colours, it's more effective to use that MODE when writing games.
In message on 11 Jan 2017 CP/M User wrote:
On Saturday, 2 July 2016 04:09:47 UTC+10, Matthew Phillips wrote:
In message on 1 Jul 2016 B. P. TBC wrote:
Has the Amstrad CPC 464 a real text mode, like the C64? Or the CPC has only graphics mode?
The CPC 464 only has three graphics modes. All modes are 200 pixels high (25 text lines of 8 pixels). MODE 0 is 160 pixels wide, MODE 1 is 320 pixels wide and MODE 2 is 640 pixels, with 4, 2 and 1 bits per pixel respectively, so all 16K.
The Amstrad has an 4 Graphics Mode if you include the more obscure 4 coloured Mode 0, it works differently from MODE 0 in that a hidden screen can be drawn and displayed based on the INKs. From what I can tell it has't been widely used and as MODE 0 offers up to 16 colours, it's more effective to use that MODE when writing games.
It's not known to the MODE command, is it? Nor is it mentioned in the documentation of SCR SET MODE.
It's possible to do various tricks with the Amstrad hardware, like split mode screens, and extra tall screens, but careful use of interrupts and switching the screen memory location, so it may well be possible to produce a 160 pixel wide screen with only four colours. But I've never seen anything written about it in any of the Amstrad computer magazines in my collection.
On Wednesday, 11 January 2017 19:01:13 UTC+11, Matthew Phillips wrote:
In message on 11 Jan 2017 CP/M User wrote:
On Saturday, 2 July 2016 04:09:47 UTC+10, Matthew Phillips wrote:
In message on 1 Jul 2016 B. P. TBC wrote:
Has the Amstrad CPC 464 a real text mode, like the C64? Or the CPC has only graphics mode?
The CPC 464 only has three graphics modes. All modes are 200 pixels high (25 text lines of 8 pixels). MODE 0 is 160 pixels wide, MODE 1
is 320 pixels wide and MODE 2 is 640 pixels, with 4, 2 and 1 bits per pixel respectively, so all 16K.
The Amstrad has an 4 Graphics Mode if you include the more obscure 4 coloured Mode 0, it works differently from MODE 0 in that a hidden
screen can be drawn and displayed based on the INKs. From what I can
tell it has't been widely used and as MODE 0 offers up to 16 colours, it's more effective to use that MODE when writing games.
It's not known to the MODE command, is it? Nor is it mentioned in the documentation of SCR SET MODE.
It is a mode in its own right, though I'm unsure if the firmware recognises it, There was an article about it along with a BASIC RSX driver program. I posted some examples on the CPC-Wiki a while ago:
http://www.cpcwiki.eu/forum/programming/double-buffering-and-frame-flyback/msg91485/#msg91485
using that program along with an example of my own, but found it wasn't really viable for using in games and for any games programmers who made any wire-framed graphical games (e.g. Tank busters), it would of been easier to just use MODE 0 and Flip to the visible INKs for drawing the graphics once they have been drawn.
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