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Re: Apple II RGB Monitor Problem
If you've got an Extended 80 Column Applecolor w/RGB Card, or something that
works like it, then the reason is because those cards made 3 different DHGR
modes possible.
Mode 1:
16 color 140x192
Mode 2:
Mono 560x192
Mode 3:
Mixed 1 & 2
The difference in triggering the modes is the number of times you toggle AN3
after turning on 80 column mode. Since the non-RGB cards didn't distinguish
between these modes, it's possible that the programmers set up mode 2
without knowing it. On the composite output, you'll likely see the full
color display that you're used to, but on the RGB, it only shows B&W. It's
also possible that they set up mode 3 but didn't include the color enable
bit on each graphic display byte. In either case, you've got a good display
combo. It's not S-Video though.
R.
"Tempest" <tempest@atariprotos.com> wrote in message
1120652590.808632.76110@f14g2000cwb.googlegroups.com">news:1120652590.808632.76110@f14g2000cwb.googlegroups.com...
> I recently picked up an Apple II RGB monitor (not the IIgs one) and the
> special card that goes with it. It works great, in fact some games
> like Kings Quest actually look better on the RGB monitor although the
> colors seem a bit off (the pink flag on the first castle is almost a
> lavender for instance). However when I tried Airheart I was shocked to
> see that the whole game was B&W! I've seen this kind of thing before
> on my Atari XE when I tried to play games that used artifacting using
> an S-Video connection (since it separates out the Chroma and Luma), but
> never on an Apple. Does this mean the RGB monitor is basically an
> S-Video connection? If so, how come Airheart looks ok on my IIgs with
> an RGB monitor?
>