Attribute clash (also known as colour clash or bleeding ) is a display artifact caused by limits in the graphics circuitry of some colour 8-bit home computers , most notably the ZX Spectrum , where it meant that only two colours could be used in any 8×8 tile of pixels. The effect was also noticeable on MSX software and in some Commodore 64 titles. Workarounds to prevent this limit from becoming apparent have since been considered an element of Spectrum programmer culture.
34-569: [REDACTED] Look up clash in Wiktionary, the free dictionary. Clash or The Clash may refer to: Culture [ edit ] Events [ edit ] Busch Light Clash , a motor racing event Clash of the Champions , a National Wrestling Alliance and World Championship Wrestling event WWE Clash of Champions , a WWE event Music [ edit ] Clash cymbals ,
68-423: A 1990 game show, aired until 1991, on Comedy Central The Clash (TV program) , a Philippine reality show on GMA Network "Clash" ( Justice League Unlimited episode) , 2005 "Clash" ( Star Wars: Young Jedi Adventures ) , an episode of Star Wars: Young Jedi Adventures Film [ edit ] Clash (2009 film) , a Vietnamese film Clash (2016 film) , an Egyptian film Clash (2021 film) ,
102-423: A 1990 game show, aired until 1991, on Comedy Central The Clash (TV program) , a Philippine reality show on GMA Network "Clash" ( Justice League Unlimited episode) , 2005 "Clash" ( Star Wars: Young Jedi Adventures ) , an episode of Star Wars: Young Jedi Adventures Film [ edit ] Clash (2009 film) , a Vietnamese film Clash (2016 film) , an Egyptian film Clash (2021 film) ,
136-978: A 2021 song by British rapper Dave "Clash" or "Clashes", terms used to refer to Battle rap between a pair Bands [ edit ] The Clash , an English punk rock band Clash (band) , a Thai rock band, from Bangkok The Clash at Demonhead, fictional band listed in List of Scott Pilgrim characters Albums [ edit ] The Clash (album) , the 1977 titular album Clash (Holger Czukay and Dr. Walker album) , 1997 Kardi Gras, Vol. 1: The Clash , by Kardinal Offishall, 2015 Video games [ edit ] Clash (video game) , 1998 turn-based strategy game for MS-DOS and Microsoft Windows Battle Clash , 1992 Super NES light gun shooter Mario Clash , 1995 Virtual Boy game Clash of Clans , 2012 mobile game Clash Royale , 2016 spinoff of Clash of Clans Clash at Demonhead , 1989 NES game Television [ edit ] Clash! ,
170-415: A National Wrestling Alliance and World Championship Wrestling event WWE Clash of Champions , a WWE event Music [ edit ] Clash cymbals , a musical instrument Sound clash , a battle between two bands Clash (magazine) , a British music magazine "Clash", a 2012 song by Caravan Palace from Panic "Clash", a 2020 song by Diljit Dosanjh from G.O.A.T. "Clash" (song) ,
204-610: A Nigerian film Other uses in culture [ edit ] Clash (novel) , a 1929 novel by Ellen Wilkinson Kevin Clash (born 1960), a puppeteer who performs the muppet Elmo Attribute clash , a color graphics artifact predominantly on the ZX Spectrum Clash (comics) , a Marvel comics character associated with Spider-Man Multiple entries [ edit ] Clash of the Titans (disambiguation) Clash of
238-437: A Nigerian film Other uses in culture [ edit ] Clash (novel) , a 1929 novel by Ellen Wilkinson Kevin Clash (born 1960), a puppeteer who performs the muppet Elmo Attribute clash , a color graphics artifact predominantly on the ZX Spectrum Clash (comics) , a Marvel comics character associated with Spider-Man Multiple entries [ edit ] Clash of the Titans (disambiguation) Clash of
272-726: A Thai rock band, from Bangkok The Clash at Demonhead, fictional band listed in List of Scott Pilgrim characters Albums [ edit ] The Clash (album) , the 1977 titular album Clash (Holger Czukay and Dr. Walker album) , 1997 Kardi Gras, Vol. 1: The Clash , by Kardinal Offishall, 2015 Video games [ edit ] Clash (video game) , 1998 turn-based strategy game for MS-DOS and Microsoft Windows Battle Clash , 1992 Super NES light gun shooter Mario Clash , 1995 Virtual Boy game Clash of Clans , 2012 mobile game Clash Royale , 2016 spinoff of Clash of Clans Clash at Demonhead , 1989 NES game Television [ edit ] Clash! ,
306-455: A musical instrument Sound clash , a battle between two bands Clash (magazine) , a British music magazine "Clash", a 2012 song by Caravan Palace from Panic "Clash", a 2020 song by Diljit Dosanjh from G.O.A.T. "Clash" (song) , a 2021 song by British rapper Dave "Clash" or "Clashes", terms used to refer to Battle rap between a pair Bands [ edit ] The Clash , an English punk rock band Clash (band) ,
340-559: A total of 6912 bytes for the entire graphics display, a relatively small total for a computer of the Spectrum's era with "colour" capabilities. This graphics architecture was retained right through to Sinclair and Amstrad 's later redesigns of the Spectrum, up until Amstrad's final model, the ZX Spectrum +3, despite subsequent models having contained 128 KiB of RAM, reducing the need to save memory in this manner. The architecture
374-594: A way as to minimise memory use of the frame buffer , and optimise for text display instead of graphics. Rather than limit the colour palette to conserve memory, Sinclair's design stored pixel bitmap and colour information in separate areas of memory. While the bitmap specified the state of individual pixels (either on or off), the colour information (or "attributes") corresponded to the text character matrix—24 rows of 32 columns—with one byte per 8x8 pixel character cell. This byte encoded two 3-bit values, known as INK (foreground colour) and PAPER (background colour) after
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#1732772465927408-407: Is different from Wikidata All article disambiguation pages All disambiguation pages clash [REDACTED] Look up clash in Wiktionary, the free dictionary. Clash or The Clash may refer to: Culture [ edit ] Events [ edit ] Busch Light Clash , a motor racing event Clash of the Champions ,
442-540: Is different from Wikidata All article disambiguation pages All disambiguation pages Attribute clash This problem also happens with the "semigraphic modes" (text modes with graphics features) of the Color Computer and Dragon , but those computers also have non-attributed graphics and with better resolution. Several video game consoles of the era had such video modes that caused such limitations, but usually allowed more than two colours per tile:
476-483: The BASIC instructions used to define the colour values. Two other binary values were included in an attribute; a BRIGHT bit indicating one of two brightness levels for the two colours, and a FLASH bit, which, when set, caused the two colours to be swapped at regular intervals. This scheme provided 15 different colours: the eight combinations of red, green and blue at two brightness levels (except for black, which appeared
510-527: The MSX 1 architecture , and other systems based on the Texas Instruments TMS9918 video display controller display a very similar constraint: for each group of eight pixels horizontally, only two colours out of 16 are available, giving a similar but less severe effect than with the Spectrum. The MSX 1 did not have just one single colour attribute byte available for a whole 8x8 pixel area, as
544-814: The Gods (disambiguation) Other uses [ edit ] A small battle Cluster Lensing And Supernova survey with Hubble (CLASH) Darnell Clash (born 1962), an American football player Kevin Clash (born 1960), an American puppeteer, director and producer The Clash of Civilizations , a 1996 controversial sociological theory advocated by Samuel P. Huntington Clash (app) , an American short-form video hosting service and social network See also [ edit ] Conflict (disambiguation) All pages with titles beginning with Clash All pages with titles containing Clash All pages with titles beginning with The Clash All pages with titles containing The Clash Topics referred to by
578-763: The Gods (disambiguation) Other uses [ edit ] A small battle Cluster Lensing And Supernova survey with Hubble (CLASH) Darnell Clash (born 1962), an American football player Kevin Clash (born 1960), an American puppeteer, director and producer The Clash of Civilizations , a 1996 controversial sociological theory advocated by Samuel P. Huntington Clash (app) , an American short-form video hosting service and social network See also [ edit ] Conflict (disambiguation) All pages with titles beginning with Clash All pages with titles containing Clash All pages with titles beginning with The Clash All pages with titles containing The Clash Topics referred to by
612-552: The MSX 1 was that many European software companies who converted Spectrum games to MSX 1 ignored all the improvements the MSX 1 had over the Spectrum, and thus the resulting MSX 1 versions had the same amount of attribute clash as the original Spectrum games ( Jack the Nipper II: In Coconut Capers is one example of this). To ease conversion, the software developers simply copied the single attribute byte value of
646-510: The NES (Famicom) had only one mode, which was also "semigraphic", and allowed four colours per 16×16 "block" (group of four 8×8 tile) but 16 per screen. The Super NES allowed 16 colours per tile but 256 per screen (among other improvements), and this made the artefact much harder to notice, if at all (except for those who had to program the device). Attribute clash on the ZX Spectrum was caused by its idiosyncratic display memory layout, designed in such
680-733: The Spectrum to all eight corresponding attribute bytes of the MSX 1. For the same reason, the software companies also ignored the sprite capabilities of the MSX 1, and because the video display capabilities were otherwise quite similar (256×192 resolution, 16 colours), both systems produced virtually identical displays for the same game. In contrast, Japanese MSX 1 games did use all the capabilities of MSX 1, often resulting in better looking games . To avoid attribute clash, static graphic displays had to be constructed with care. Finely-detailed colour graphics were impossible, as colour could only be applied in 8×8 pixel blocks. Careful design could achieve impressive results, as could synchronising colour changes to
714-422: The attribute area of RAM at certain specific times as the display was drawn - let the display hardware draw one line of the display, then change the attribute RAM before the next line is drawn to give the effect of different attributes for each individual line. These changes had to be done in software and were time-consuming to program, meaning that this technique was usually limited to special effects. This technique
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#1732772465927748-531: The attribute clash as elements of one character block were "passed" to the next were clearly visible. A prominent (and less successful) example of the use of full-colour graphics was the Spectrum conversion of Altered Beast . The game suffers from considerable attribute clash. Programmer Don Priestley developed a distinctive style for several of his games by using large, cartoon-like sprites which were carefully designed to span whole character blocks without appearing unduly square. A disadvantage of this technique
782-413: The colour area untouched. Some Spectrum software, such as FTL's Light Force , used extremely careful graphics design to achieve full-colour moving graphics, essentially by limiting both the design of the onscreen elements and their paths of motion to 8×8 colour resolution boundaries. The moving elements were thus relatively large and rather blocky or squarish, and their movement was constrained, but this
816-450: The problem. Later, the standard workaround was to use colour for static display elements—such as a decorative border around the edges of the screen, which might include score displays and so on, or some form of instrumentation—with a smaller central monochrome area containing all the animated graphics. This also made graphics faster, as less of the screen had to be updated—both a smaller region, plus only changing pixel information and leaving
850-459: The refresh rate of the display—usually a television set. However, animated displays were more difficult—a distinct drawback in a machine whose primary use was playing video games . If just one pixel in an 8×8 block was recoloured because a moving part of the display touched it, the entire block would change colour. Thus detailed moving graphics caused large ugly fringes of rapidly changing colours to follow them around. Early software simply ignored
884-484: The same at both brightness). Thus, each 8x8 pixel block could only contain 2 colours from the 15 available, which must both be from either the BRIGHT or non-BRIGHT halves of the palette. Trying to add a third colour in an 8x8 pixel area would overwrite one of the previous colours. The ZX Spectrum used 6144 bytes for the bitmap, with one byte representing eight pixels, and used 768 bytes for the colour attributes. This gives
918-461: The same term [REDACTED] This disambiguation page lists articles associated with the title Clash . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Clash&oldid=1256896884 " Categories : Disambiguation pages Disambiguation pages with surname-holder lists Hidden categories: Short description
952-461: The same term [REDACTED] This disambiguation page lists articles associated with the title Clash . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Clash&oldid=1256896884 " Categories : Disambiguation pages Disambiguation pages with surname-holder lists Hidden categories: Short description
986-482: Was also very popular in the demoscene . Most games before 1987 ignored attribute clash. Some later games, such as Knight Tyme and Three Weeks in Paradise allowed players to select between two modes of attribute clash: one which ignored main character attributes, blending the character into the background and vice versa, prioritising the characters colour scheme over the background imagery. Another workaround
1020-431: Was not visually obvious and the sight of moving full-colour graphics was hugely impressive to Spectrum owners. No mainstream developers were able to find a suitable all-round fix for the attribute clash problem, instead preferring to use the monochrome graphics method when fast, clear graphics were needed, and full-colour graphics when the situation permitted. It was possible by paying careful attention to timing to modify
1054-508: Was retained to prevent loss of backward compatibility . Attributes were used by a variety of other computers and consoles, including the Commodore 64 , the MSX and NES , although the size of the attribute blocks and the number of colours per block varied. However, with the use of hardware sprites , attribute clash could be avoided. The Thomson MO5 and TO7 microcomputers, the Oric 1 ,
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1088-538: Was that the gameplay had to be designed around the graphics, and so it was not useful for ports from other platforms. Games that used this technique included Popeye , The Trap Door , Through the Trapdoor , and Flunky . Other developers who used a similar technique included Mike Singleton , with Dark Sceptre , and Gang of Five, with Dan Dare: Pilot of the Future . In 1994, programmer Igor Maznitsa developed
1122-631: Was the case with the Sinclair Spectrum, but eight, with one attribute byte for each 8×1 pixel group. Thus, while the Spectrum was limited to one colour pair for a square area of 8x8 pixels, the MSX 1 was only limited to one colour pair for a "line" of eight adjacent pixels. In addition MSX1 could use sprites which were not bound to any attribute clash problems (although MSX 1 sprites did have their own limitations, such as being monochrome). In practice this technical advantage often did not help MSX 1 systems to produce better pictures. The problem for
1156-560: Was to simply render the graphics in two colours, otherwise known as monochrome, as done with the Spectrum version of Knight Lore in 1984. Many games used full-colour backgrounds and "character scrolling" (where the environment was scrolled eight pixels at a time), but monochrome sprites that were effectively transparent, as in Double Dragon , were drawn in such a way so they stand out, avoiding dependence on colour. Many games used this method with smooth pixel-by-pixel scrolling, but
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