Hi Mate,
I have almost figured it out.. below is my code.. Some tweaking required as it looks like every other line is missing!!
Code:
; Setup the screen for a hires laced display. This is used for the credits screens
#BPLCON0=$100 ; Bitplane control register
#BPLMOD1=$108 ; Bitplane modulo
#BPLMOD2=$10A ; Bitplane modulo
#bitmapsize=768
#Modulo=(((#bitmapsize-320)/8)-2)*2
BitMap 0,320,256,5 ; Game screen. Lowres 32 colour
BitMap 1,320,256,5 ; Intro screens
BitMap 2,640,256,4 ; Title Screen
BitMap 3,#bitmapsize,512,3 ; Custom copper controlled hires-laced display for credits
; Lets build our own copperlist
cop$=Mki$(#BPLMOD1)+Mki$(#Modulo)
cop$+Mki$(#BPLMOD2)+Mki$(#Modulo)
cop$+Mki$(#BPLCON0)+Mki$($b004) ; BPLCON0 : Bit number:
; 15 - Hires
; 14, $13, $12 bitplanes set (011 here for 3 bitplanes)
; 11 - Ham mode Off
; 10 - Dual playfield Off
; 09 - Composite colour mode off
; 08 - Genlock Audio Enable off
; 07 to bit 4 - Unused, set to 0
; 03 - Lightpen off
; 02 - Interlace ON
; 01 - External Synchronization Enable off
; 00 - Unused
; Buffer for animation
InitCopList 3,41,256,$513,8,8,-3 ; $11903 ; 8 colour hires laced display
DisplayUser 3,0,cop$ ; Set our copperlist
DisplayAdjust 3,768,-8,-8,-32,32 ; and adjust the display accordingly
CreateDisplay 3
Use BitMap 3
DisplayPalette 3,1
SetInt 5
If Peek($df004) <0
DisplayBitMap 3,3,3,0
Else
DisplayBitMap 3,3,3,1
EndIf
End SetInt
Blit 1,0,20
DisplayBitMap 3,3
End