View Single Post
Old 07 November 2019, 14:02   #5
Master484
Registered User
 
Master484's Avatar
 
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
Here are DisplayControls values that I have used in my own dual PF programs. I don't know how "right" these values are, but they seem to work OK:

DisplayControls #CoplistID, 0, $1c00, $23

The "$1c00" puts back Playfield colors to 16-31 and the "$23" puts sprite colors to 32-47.

This gives you a "real" AGA dual playfield, where you have 16+16 colors, plus a third 16 color set for the sprites, so you'll have 48 colors in total. Just remember to increase the InitCopList color amount to 48 too.

Also the first value of DisplayControls, which is now "0", controls where sprites are shown in the playfields. If set to 0, sprites are shown in front of both playfields. But you can set it to "$0004" to put sprites between the two playfields, or to $220 to put sprites behind both playfields.

---

Also one thing that I noticed in your code, at these lines:

Code:
BitMap #BITMAP_BACKGROUND,320,256,32
BitMap #BITMAP_FOREGROUND,320,256,32
The last value of the BitMap command should be the bitplane amount, and not the color amount. So instead of "32" it should be "4", which gives you 4 bitplane (16 colors) bitmaps for the 16+16 dual playfield.
Master484 is offline  
 
Page generated in 0.04700 seconds with 11 queries