• Anyone left?

    From NOSPAM.sysop@NOSPAM.sysop@darkrealms.ca (Atreyu) to All on Sat Jul 12 09:22:17 2025
    From Newsgroup: comp.sys.tandy

    Atreyu

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  • From John Ames@commodorejohn@gmail.com to comp.sys.tandy on Wed Jul 16 13:39:22 2025
    From Newsgroup: comp.sys.tandy

    Just wandered in here myself, actually - had a hankering to putter
    around with 8086 assembly recently and have set myself to the task of developing a reasonably performant blitter for TGA 320x200x16 mode.
    Still in progress at the moment, but I may as well share it here once
    I've got something worth demonstrating :)

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  • From NOSPAM.sysop@NOSPAM.sysop@darkrealms.ca (Atreyu) to John Ames on Thu Jul 17 09:05:59 2025
    From Newsgroup: comp.sys.tandy

    On 16 Jul 25 13:39:22, John Ames said the following to All:

    Just wandered in here myself, actually - had a hankering to putter
    around with 8086 assembly recently and have set myself to the task
    of
    developing a reasonably performant blitter for TGA 320x200x16 mode.
    Still in progress at the moment, but I may as well share it here
    once
    I've got something worth demonstrating :)

    What about the rare 640x200x16 mode? I think only Deskmate uses that
    one?

    Atreyu

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  • From John Ames@commodorejohn@gmail.com to comp.sys.tandy on Thu Jul 17 08:19:32 2025
    From Newsgroup: comp.sys.tandy

    On Thu, 17 Jul 2025 09:05:59
    NOSPAM.sysop@darkrealms.ca (Atreyu) wrote:

    What about the rare 640x200x16 mode? I think only Deskmate uses that
    one?

    There were a few games that used it, some of them basically doubling up
    the pixels as an ordered-dither approximation of VGA/MCGA 320x200x256
    mode (there are, IIRC, 136 unique combinations of 16-color pixel pairs,
    not accounting for order, so it's reasonable enough if you squint just
    right.)

    I do have an RL and can try it, but I'm targeting the more common mode
    first. Shouldn't be difficult to modify once I have it functional. (You
    could actually do a simpler, more performant version if you *did* treat
    it as functionally 320x200, since your "pixels" would be whole bytes,
    but I'm not gonna bother with that.)

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  • From John Ames@commodorejohn@gmail.com to comp.sys.tandy on Thu Jul 17 09:09:37 2025
    From Newsgroup: comp.sys.tandy

    On Thu, 17 Jul 2025 08:19:32 -0700
    John Ames <commodorejohn@gmail.com> wrote:

    (there are, IIRC, 136 unique combinations of 16-color pixel pairs,

    (Though, thinking about it, there are probably fewer than 136 "average"
    colors that these'd work out to. Should look into this sometime.)

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  • From John Ames@commodorejohn@gmail.com to comp.sys.tandy on Fri Jul 18 12:06:18 2025
    From Newsgroup: comp.sys.tandy

    On Thu, 17 Jul 2025 09:09:37 -0700
    John Ames <commodorejohn@gmail.com> wrote:

    (there are, IIRC, 136 unique combinations of 16-color pixel pairs,

    (Though, thinking about it, there are probably fewer than 136
    "average" colors that these'd work out to. Should look into this
    sometime.)

    Well, I got curious and looked into this a bit. Using the semi-canonical
    RGBI reference colors:

    (element value) = (color bit * 170) + (intensity bit * 85)

    with the special case for color 6 (dark yellow/brown) where green
    intensity is halved, and the color-averaging function:

    (average) = sqrt(((a * a) + (b * b)) / 2)

    I identified 122 unique "composite" colors. For cases where multiple
    color pairs yield the same "composite" RGB value, the lowest-contrast
    pairing has been preferred, and the subjectively brighter color is
    kept in the left pixel to minimize luma "noise." The table, sorted by approximate luminance:

    Byte RGB
    0x00 #000000
    0x10 #000078
    0x11 #0000AA
    0x40 #780000
    0x41 #780078
    0x44 #AA0000
    0x51 #7800AA
    0x80 #3C3C3C
    0x54 #AA0078
    0x81 #3C3C86
    0x55 #AA00AA
    0x20 #007800
    0x60 #783C00
    0x90 #3C3CB4
    0x91 #3C3CD9
    0x48 #863C3C
    0x21 #007878
    0x61 #783C78
    0x88 #555555
    0x64 #AA3C00
    0x31 #0078AA
    0x58 #863C86
    0x49 #863CB4
    0xC0 #B43C3C
    0x68 #86553C
    0x98 #5555BE
    0x65 #AA3C78
    0x22 #00AA00
    0x59 #863CD9
    0x66 #AA5500
    0x28 #3C863C
    0xC1 #B43C86
    0x99 #5555FF
    0x24 #787800
    0xC4 #D93C3C
    0xD0 #B43CB4
    0x69 #8655B4
    0x38 #3C8686
    0x32 #00AA78
    0xD1 #B43CD9
    0x26 #788600
    0xC5 #D93C86
    0xC8 #BE5555
    0x29 #3C86B4
    0x33 #00AAAA
    0x25 #787878
    0xD4 #D93CB4
    0x39 #3C86D9
    0xC6 #D9553C
    0xD5 #D93CD9
    0x35 #7878AA
    0x36 #788678
    0xC9 #BE55BE
    0xA0 #3CB43C
    0x78 #868686
    0x74 #AA7878
    0xD6 #D955B4
    0xD9 #BE55FF
    0xCC #FF5555
    0xA1 #3CB486
    0xC2 #B4863C
    0x75 #AA78AA
    0x76 #AA8678
    0x79 #8686D9
    0xB0 #3CB4B4
    0xA8 #55BE55
    0xC3 #B48686
    0xDC #FF55BE
    0xB1 #3CB4D9
    0x72 #78AA78
    0xA2 #3CD93C
    0xA4 #86B43C
    0xD2 #B486B4
    0x73 #78AAAA
    0xDD #FF55FF
    0xD3 #B486D9
    0xA6 #86BE3C
    0xA9 #55BEBE
    0x7C #D98686
    0xA3 #3CD986
    0xA5 #86B486
    0xB2 #3CD9B4
    0xB9 #55BEFF
    0xB4 #86B4B4
    0xE0 #B4B43C
    0x7D #D986D9
    0x77 #AAAAAA
    0xB3 #3CD9D9
    0xB5 #86B4D9
    0xB6 #86BEB4
    0xE1 #B4B486
    0xE4 #D9B43C
    0xAC #BEBE55
    0xF0 #B4B4B4
    0xA7 #86D986
    0xE6 #D9BE3C
    0xF1 #B4B4D9
    0xAA #55FF55
    0xE5 #D9B486
    0xE2 #B4D93C
    0xAD #BEBEBE
    0xF4 #D9B4B4
    0xB7 #86D9D9
    0xF5 #D9B4D9
    0xE3 #B4D986
    0xBA #55FFBE
    0xF6 #D9BEB4
    0xBD #BEBEFF
    0xEC #FFBE55
    0xF2 #B4D9B4
    0xBB #55FFFF
    0xF3 #B4D9D9
    0xE7 #D9D986
    0xED #FFBEBE
    0xEA #BEFF55
    0xFD #FFBEFF
    0xF7 #D9D9D9
    0xEB #BEFFBE
    0xFB #BEFFFF
    0xEE #FFFF55
    0xFE #FFFFBE
    0xFF #FFFFFF

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  • From Nick Charles@none@none.none to comp.sys.tandy on Sat Jul 19 02:22:18 2025
    From Newsgroup: comp.sys.tandy

    Atreyu <NOSPAM.sysop@darkrealms.ca> wrote:
    Atreyu


    The Thin Man.



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