Yes, I DO seem to use Satan for demos quite often don't I. |
This blog aims to follow the development of my FPGA based Spectrum Compatible computer. The ZX Prism should remain compatible with the ZX Spectrum whilst expanding its graphics and memory.
Thursday, July 28, 2016
Another 256 colour 256x128 Demo Image
Just a tiny update to show off another demo image showing off the linear 256x128 256 colour "clashless" mode.
Saturday, July 16, 2016
Solid progress...
So much progress since the last update! First up, I finally found why esxDOS wasn't working properly on Prism. Turns out that the divMMC automapper was working perfectly. The problem was actually with the SPI port. +3eMMC was working fine because it uses the SPI port slightly differently to esxDOS. A couple of tweaks to the SPI port implementation's sorted everything out - now both esxDOS and +3eMMC work perfectly.
FINALLY! |
I was just about to give up on ever seeing this.... |
Getting esxDOS working means that I can use emulated TRDOS to try out some of the Russian software, some of which works best with no memory contention, or needs more than 128K of memory.
Fire And Ice running from TRD file. A fun and pretty platform puzzle game, similar to Solomon's Key |
Mortal Kombat, running from TRD |
Gigablend mode I'm afraid I don't know the artist to credit them |
Probably one of my favourite gigascreen pictures, displayed using Gigablend mode. I'm really sorry I don't know the artist to credit them. |
Looking back through the blog, I noted that I'd not said much about the 4 plane (16 colour) 256x192 mode. This works in a similar way to the Amiga - 4 bitplanes of pixel data which mean each pixel can be one of 16 colours (ie there is no colour clash). Of course, being Prism, this isn't restricted to the 16 default colours, they can be user defined. Here's a few examples
But what about brand new modes?
How about a completely bonkers 4096 colour mode? Brainbow mode is a 3 plane 256x192 resolution mode with a twist. Each pixel can be one of 8 colours (black, blue, red, magenta, green, cyan, yellow or white/grey) the twist is that each 8x8 "attribute" square has a defined red, green and blue element intensity level. Probably of limited usefulness, but hey - it's up to 4096 colours on screen at once.
It really is quite bonkers... |
Firstly, the 128x128 resolution 256 colour mode which uses 16K of VRAM
256 colour linear (clashless) 128x128 mode |
256 colour linear (clashless) 256x128 mode |
Hand-converted from a 256 colour BMP... ignore the couple of alignment errors ;) |
Due to the data needed to be moved around, these modes are probably more useful for splash screens or perhaps static pictures in adventure type games than they would be for actual arcade games (happy to be proven wrong though!)
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