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Keypad graphics bright bug


Spider

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Well, maybe. I did wonder if this was intentional due to perhaps 'contrast' (chr 9) but it does not seem that likely.

 

The attributes for the code entry screen are loaded from 39808 to 22784, this means that the attributes 'appear' AT 8,0; initially and 128 bytes is 4 lines 'length' so that's 8,9,10 and 11.

 

Seen in 'raw' form they look like this:

 

keypad_orig.png

 

If you look key graphics 3 (magenta) and 4 (green) are non-bright whereas 1 and 2 are bright. This is quite easily seen with the above screenshot. :)

 

Unfortunately, setting just the top right attribute to be bright for those two which would of been just two POKES's made them stick out like, well a sore thumb. It was necessary to set all eight attribute blocks to be bright to fix this. Here is the same picture with them 'fixed'

 

keypad_full_fix.png

 

Finally here is it 'in action' where you can see. It may be better to compare this with an original screenshot though for comparison:

 

keypad_full_fix_in_action.png

 

To fix this:

 

Change key 3 gfx to BRIGHT 1:

POKE 39880,67 : POKE 39881,123 : POKE 39912,67 : POKE 39913,67

Change key 4 gfx to BRIGHT 1:
POKE 39883,68 : POKE 39884,124 : POKE 39915,68 : POKE 39916,68

 

For reference purposes, the above pokes are in the usual left to right order:

 

"A" Top left block (magenta or green ink with black paper)

"B" Top right block (magenta or green ink with white paper)

"C" Lower left block (magenta or green ink with black paper)

"D" Lower right block (magenta or green ink with black paper)

 

  AB

  CD

 

Attribute values:

 

003 = Magenta INK / Black PAPER / Bright OFF (default)

067 = Magenta INK / Black PAPER / Bright ON (new)

 

004 = Green INK / Black PAPER / Bright OFF (default)

068 = Green INK / Black PAPER / Bright ON (new)

 

059 = Magenta INK / White PAPER / Bright OFF (default)

123 = Magenta INK / White PAPER / Bright ON (new)

 

060 = Green INK / White PAPER / Bright OFF (default)

124 = Green INK / White PAPER / Bright ON (new)

 

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Although for consistency, shouldn't the coloured squares on the right be printed with Bright Flashing PAPER colours?

 

http://skoolkid.github.io/jetsetwilly/asm/873C.html

 

POKE #879D, #48

POKE #87A3, #50

POKE #87A9, #58

POKE #87AF, #60

 

(Sorry the POKES are in hex - I can't work in decimals any more!)

 

I did think about that but decided not to have too many pokes. :D

 

Or the simplest way to achieve Brightness consistency would be to make the Blue and Red numbers on the left (1 and 2) non-Bright - the opposite of Andy's fix!

 

Again, another choice to turn the bright off instead.

 

Actually what I said in the initial about 'contrast' is not quite correct as there's no '9' for that for 'bright' only 0/1/8 , 8 being transparent aka 'leave as is' so it appears it was purposely set to bright / non bright or an omission. :)

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I've never noticed that before.  The original images (with two Bright, two non-Bright) can be seen here:

 

http://skoolkid.github.io/jetsetwilly/asm/9B00.html

 

I wonder if Metalmickey might want to tweak this in his 'as manufacturer intended' project?

i think it's worth putting it in, after all a bug's a bug and that's what my project's all about. .. though some might question as to whether it's worth it since it's only going to be seen once throughout the whole game .. i guess that's why so few people spotted it before 

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