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Speccy Port

345 bytes added, 13:49, 6 October 2012
/* Colour Clash */
If a sprite's colours takes priority, and it moves with pixel by pixel movement, as soon as it enters a new cell, the background will take on it's colours. The colour clash seems to extend furthur than the sprite. This is down to the 8x8 cell colouring.
 
The 6 raster interrupts on the CPC can be used to change the colours on the screen. You can redefine all the available colours, e.g. each interrupt you could re-program all the 4 available colours in mode 1. This can be done to increase the number of colours visible.
However, while there are more visible colours, each region is still limited to the number of available colours (e.g. limited to 4 colours in mode 1).
 
If a sprite passes between two raster interrupt regions it will suffer from a form of colour clash, where the part in the new region takes the colours from that region, and the part in the old region remains in the colours from that region.
 
Various ports use the raster interrupts, but how they chose to use them differs.
'''Possible resolutions on Spectrum:'''
* Peter Pack Rat
NOTE: The 6 Examples of using raster interrupts on the CPC can be used to change the palette. However, while the screen displays 6 increase colours, the actual games window is still monocolour :* Pacmania and Black Tiger (main play area remains 2 colours... generally Black+one other ink...) or "almost monocolour (only background being monocolour and sprites having 3 inks... or some inks different from background's tiles...) typical examples are * Strider (monocolour tiles and 3 inked sprrites)4 colours in game area, SuperWonderboy 4 colours in status panel.* Super Wonder Boy (Monocolour Background Monochrome background and monocolour monochrome sprites yet differently inked), PacMania or Black Tiger (monocolour game's window/playfield yet multicoloured HUD...) and so on (see later in this page for more examples).
====Sound====
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