First Internet has not, unlike previous versions, got any browsers or email clients inside. Internet has been with us for a while, what’s changed? Well, lots. Bringing up the Workbench volume we see all the usual familiar faces of drawers. The is one other change a little further down, and that is to display the score panel at the bottom of the screen.Lets see what new things we can find on the new Workbench. That's it for the game area palette changes. $000196B6: CEE1 FFFE Wait for vpos >= 0xCE and hpos >= 0圎0 $00019676: B9E1 FFFE Wait for vpos >= 0xB9 and hpos >= 0圎0Īnd the final section of the game screen has a palette change at the end of line $ce to create the blue shades on the water: Chip Addr: Copper instructions Comments Next up is $b9, which has the lower strip of land: Chip Addr: Copper instructions Comments The correct palette for the 4th strip requires $a2 to be set as the Y position: Chip Addr: Copper instructions Comments $000195B6: 6DE1 FFFE Wait for vpos >= 0圆D and hpos >= 0圎0īy specifying the stopping co-ordinate of $6d, the palette entries will be correct for the second horizontal strip:Ĭontinuing on, we find $7f is the next location: Chip Addr: Copper instructions Comments The next one is at the end of line $6d: Chip Addr: Copper instructions Comments Looking through the copperlist will reveal all the locations that the game alters the colour palette. By using the U and J keys, you can specify the exact stopping line: This means that when the vertical beam position reaches the right edge of line $33, start changing the first 15 colour entries. You can use trial-and-error to find the relevant locations, or get the exact co-ordinates by examining the copperlist in the Info tab: Chip Addr: Copper instructions Comments It is possible to rip each of the sections with the correct colour palette by following the copperlist and stopping at a particular Y co-ordinate. This is because the colours from the status panel at the bottom of the screen will be used by the game at the top: If you use the ECS colour palette by pressing the ECS button, the colours will be a real mess. This is a screenshot with the moving objects removed to make it more obvious: There are 6 distinctive bands in the game area where the palette is being changed by the copper. Viewing memory as a single bitmap will give you a hint about how the game is handling so many colours: If you take a screenshot of level 4 (Mt Keirin) and perform a colour count, you will see that the game features 55 unique colours! How is this possible on an ECS Amiga and how can we rip it? Take the beautiful game Pang as an example. The keyboard keys U and J will alter the Y co-ordinate by 1 pixel, or by 8 if you press the Shift key at the same time. Sometimes you will need to tweak the Y co-ordinate to extract the correct colours. You should be left with the palette from the game area. In 99% of cases, this is correct and will mean any status panels at the top and bottom of the screen are ignored. This will stop processing colour information somewhere in the middle section of the screen. At a specified Y co-ordinate, the trace will stop and the colours used at that exact location will be set.īy default, the copperlist will be followed until line $80. This is the most powerful mode, as the copperlist in memory will be traced and all colour palette changes will be remembered. There are lots of AGA games that also dynamically change the palette with the copperlist however, so this button will only restore the snapshot of exactly what was in memory at the time. The AGA button will work well in a range of AGA games where 24-bit colour information is stored. Whatever was in the colour registers when the WinUAE savestate was created will be stored. This also includes poorly written Amiga software (Tiertex games for example) where the colours are set once and never changed. The ECS button will work well in a lot of older games that do not use the copper to alter the palette. It is often useful to set the background colour 0 to fuchsia or lime as games tend to use black as a background colour and also black somewhere in the palette. You can also right-mouse click on any colour in the palette and change it to one of the primary colours, or choose Custom and enter your own colour (in RGB format). Copperlist - Follow the Amiga copperlist, copying the palette entries until the beam reaches a specific Y co-ordinate.AGA - Copy the 24-bit AGA colour palette from WinUAE save state.ECS - Copy the 12-bit ECS colour palette from WinUAE save state.There are 3 main options available for palette selection: Amiga » Maptapper » Documentation » gfx » gfx-palette
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