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Old 22 August 2018, 15:26   #21
roondar
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I'm not 100% certain here, but two things spring to mind:

1) there are two different settings in the FMODE register that lead to 32 bit wide sprites (and also two for 2x bitplane fetch). You could try if changing how you fetch the 32 bit sprites/bitplanes improves it?

I remember reading that not all combinations are valid for 32 bit wide fetches.

2) You could try aligning the sprites on 8 bytes instead of 4. Again, I recall reading somewhere that this is the preferred way when using the AGA chipset.

No guarantees, but at least these things shouldn't be hard to try


Edit: well, that was late. And wrong :P

Anyway, I can in fact give the answer on the sprite colour question.
Code:
It  is possible to choose the color palette of the sprite. 
This is done with bits 0 to 3 (even) and 4 to 7 (odd) of register $010C.
bit 3 | bit 2 | bit 1 | bit 0 | Even sprites
bit 7 | bit 6 | bit 5 | bit 4 | Odd Sprites 
------+-------+-------+-------+-----------------------------------------  
  0   |   0   |   0   |   0   | $0180/palette 0 (color 0)
  0   |   0   |   0   |   1   | $01A0/palette 0 (color 15)
  0   |   0   |   1   |   0   | $0180/palette 1 (color 31)
  0   |   0   |   1   |   1   | $01A0/palette 1 (color 47)
  0   |   1   |   0   |   0   | $0180/palette 2 (color 63)
  0   |   1   |   0   |   1   | $01A0/palette 2 (color 79)
  0   |   1   |   1   |   0   | $0180/palette 3 (color 95)
  0   |   1   |   1   |   1   | $01A0/palette 3 (color 111)
  1   |   0   |   0   |   0   | $0180/palette 4 (color 127)
  1   |   0   |   0   |   1   | $01A0/palette 4 (color 143)
  1   |   0   |   1   |   0   | $0180/palette 5 (color 159)
  1   |   0   |   1   |   1   | $01A0/palette 5 (color 175)
  1   |   1   |   0   |   0   | $0180/palette 6 (color 191)
  1   |   1   |   0   |   1   | $01A0/palette 6 (color 207)
  1   |   1   |   1   |   0   | $0180/palette 7 (color 223)
  1   |   1   |   1   |   1   | $01A0/palette 7 (color 239) 
------------------------------------------------------------------------
The above is from how to code 7, a very useful AGA resource.
Attached sprites use the ODD palette.

It's available online but I had some trouble copying the link from Google

Last edited by roondar; 22 August 2018 at 15:35. Reason: Made it readable
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Old 22 August 2018, 16:12   #22
mcgeezer
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Damn it the problem was that i had a stencil saved in the sprites iff which caused it to screw up.

All working now so onto the mutliplexer, should be fun!

Thanks all for your help. I’m taking my boy to see peppa pig now!
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Old 29 August 2018, 14:04   #23
Tigerskunk
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Damn, you working on AGA Rygar now, McGeezer?
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Old 29 August 2018, 16:32   #24
mcgeezer
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Quote:
Originally Posted by Steril707 View Post
Damn, you working on AGA Rygar now, McGeezer?
Yeah, progress is in the developers contest threads.

Did I steal you thunder?
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Old 29 August 2018, 19:20   #25
Tigerskunk
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Quote:
Originally Posted by mcgeezer View Post
Yeah, progress is in the developers contest threads.

Did I steal you thunder?
No, just..
1) didn't expect you to tackle an AGA game project so soon and
2) Rygar is a huge project, plus
3) there was that long going dev thread about the OCS version

Wish you the best for the contest.
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