10 May 2024, 11:05 | #281 | |
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Having "spare" palette entries makes it easier to use things like palette rotations for very low cost animation effects. And some tricks for creating the illusion of additional playfields work by duplicating palette entries in specific ways so that individual bitplanes can be "moved" with causing on screen artifacts. But publishing many of these numbers was honestly more of a marketing thing than anything else. The SNES can do 256 colours on screen, but you sacrifice a lot to get there and it was usually more productive (and impressive) to use other modes with more layers. The marketing and hype for machines always just picked the biggest possible numbers as if they could all be used in conjunction, which was rarely the case. |
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10 May 2024, 11:22 | #282 | |
CaptainM68K-SPS France
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10 May 2024, 14:23 | #283 |
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10 May 2024, 14:29 | #284 |
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10 May 2024, 18:30 | #285 |
CaptainM68K-SPS France
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10 May 2024, 18:35 | #286 |
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10 May 2024, 18:51 | #287 | |
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Didn't stop the ads though. |
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10 May 2024, 18:52 | #288 |
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10 May 2024, 19:09 | #289 |
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10 May 2024, 22:57 | #290 | ||
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https://nesdoug.com/2020/04/02/snes-...208%20palettes. Quote:
It is uncommon enough to be specified here : https://snes.nesdev.org/wiki/Uncommo...ics_mode_games Note that SNES use planar gfx like the Amiga. Last edited by sokolovic; 10 May 2024 at 23:02. |
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10 May 2024, 23:38 | #291 | |
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11 May 2024, 10:22 | #292 | |
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11 May 2024, 10:44 | #293 | |
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Tiles are stored in a planar format, but that's where the similarity ends. 8 bit-planes on the Amiga is a strain on the hardware because you are constantly updating an entire bitmap. On the SNES, once you've loaded in the tile data, you're just manipulating a tile map and sprites which is a lot less intensive an operation.
Quote:
But it's nothing to do with colour depth, the more common Mode 1 is still pushing 10 bitplanes around without breaking sweat, it's just using them to better effect than getting 256 colours per tile. Note also that even with 4bpp, tiles on a layer can use different palettes, so they aren't necessarily all the same 16-colours either. [ Show youtube player ] Gives a good summary Last edited by AestheticDebris; 11 May 2024 at 10:55. |
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11 May 2024, 18:53 | #294 |
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Now back to our regular programming of Amiga OutRun.
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11 May 2024, 21:55 | #295 |
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11 May 2024, 22:48 | #296 |
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12 May 2024, 09:28 | #297 | |
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12 May 2024, 16:07 | #298 |
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We have a list of games released in 2024, and in development.
https://www.lemonamiga.com/forum/vie...hp?f=2&t=19114 |
12 May 2024, 16:15 | #299 | |
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On the OCS machines, I think Universe uses more than 128 colours. My prototype game Jari-Matti Rally uses HAM6 Video, but it needs an 030. I could have used HAM8 but it would be much larger file size. Don't worry, I think for this 32 colour OutRun game, 32 colours is all that is needed. Last edited by lifeschool; 12 May 2024 at 16:23. |
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12 May 2024, 19:27 | #300 | |
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