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There is a Bits Per Pixel switch in sprite editor after you enable advanced mode via toggle in top left corner |
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I don't really see this request having any traction, this is foundational part of TIC-80.... 16 colors, from a 24-bit palette. If you don't want to use that full colorspace in your own game - then don't - that's up to you. |
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hi @joshgoebel ... i was thinking a bit and i was wrong, lowering the color bits wont bring us a larger palette, that has to do with sprite and framebuffer vram ... i think sprites and framebuffer have 2 pixels per byte, and each nibble (half byte) points to some of the 16 palette color, it matches perfectly... 256 simultaneous colors (1 pixel per byte) could be done but that would mean doubling framebuffer size (and/or halfing sprite space.... maybe an interesting option for future releases, to add simultaneous 8bpp support at cost of half vram :) ) |
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hi.... i see no need for colors to have so much depth in a retro console... i remember i was happy with atari (16 colors palette from 256 different colors) or msdos vga games (320x200 with 256 simultaneous colors)
these bytes could better distributed: the current palette with 16 colors of 3 bytes is 48 bytes total (https://github.com/nesbox/TIC-80/wiki/RAM#palette)
... wouldn't be better with same 48 bytes, a palette with 48 colors of 1 byte?? =D ... 8bit 332 rgb format could be used for this, is easy and looks good
https://en.wikipedia.org/wiki/List_of_software_palettes#8-8-4_levels_RGB
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