#4bpp
Here's the repo for an image compression format that can be decoded at extremely high speed, even race the beam on an RP2350 microcontroller: github.com/raphlinus/ni...
GitHub - raphlinus/nibnib: Image compression at 4bpp with extreme decompression speed
Image compression at 4bpp with extreme decompression speed - raphlinus/nibnib
github.com
October 30, 2026 at 3:58 AM
Nibnib: Image compression with extreme decompression speed | Discussion
GitHub - raphlinus/nibnib: Image compression at 4bpp with extreme decompression speed
Image compression at 4bpp with extreme decompression speed - raphlinus/nibnib
github.com
November 1, 2026 at 8:40 PM
i'm done making a 8x8 red-to-yellow gradient wallpaper - look's cool right - hoped you all liked it - #pixelart #segasaturn #gamegear #8bit #32bit #4bpp #bubblegum16 #graphicsgale
October 29, 2026 at 10:10 PM
The nibnib image format is a new, lightweight compression method designed for extreme decompression speed on microcontrollers like the RP2350. By using a delta-based palette and decoding two pixels at once, it achieves high performance at 4bpp.
Nibnib: Image compression with extreme decompression speed (139)
Image compression at 4bpp with extreme decompression speed - raphlinus/nibnib
news.ycombinator.com
November 2, 2026 at 9:12 AM
i'm done making a red 8x8 zapper - hoping this would be a experiment - though now it looks better than my last #pixelart i've made - #4bpp #segasaturn #gamegear #bubblegum16 #8bit #32bit
October 28, 2026 at 9:19 PM
Nibnib: Image compression with extreme decompression speed
Discussion | hackernews | Author: raphlinus

#GraphicsGames
Nibnib: Image compression with extreme decompression speed
Image compression at 4bpp with extreme decompression speed - raphlinus/nibnib
github.com
November 1, 2026 at 8:38 PM
i've finished making these tile assets - but they're kind of actually good - and for my guesses - they're polished - it's a good thing i've actually made this on #tic80 first on my tablet before bringing it over to #graphicsgale for my #gamegear #pixelart - #4bpp #8bit #gamedev #indiedev
October 26, 2026 at 4:20 AM
Mode 1's BG3 is the 2bpp layer, so its tiles take half the VRAM of the 4bpp planes. Which bought more of the 60 FPS on Square Brothers: moving art onto that plane, or cutting the number of actors on screen?
October 27, 2026 at 7:58 AM
After all these years I still haven't figured out the logic behind the colour bits encoding in the 2bpp and 4bpp modes. I may very well have missed a specific MODE5 trick though
October 24, 2026 at 7:57 PM
i'm done of making this 8x8 #pixelart - one with this blue mountain with white on top - though kind of colorful - hoping it would go with my original character - #segasaturn #gamegear #4bpp #8bit #32bit #dotpict
October 24, 2026 at 1:31 AM
How about 4bpp?
October 17, 2026 at 1:23 PM
all right - disappearing for long periods of time is just part of my personality, so anyway for my appearance - i've have finished this spinning cd(at 32x32 pixels) - very cool - and more detailed - than my past art - #segasaturn #pixelart #sprite #dotpict #4bpp #32bit - i hope you liked this
October 18, 2026 at 6:22 AM
I also told him that I will be adding ALT1+MERGE to do original GSU1/2 MERGE while in 4bpp FX3 mode, which will DRAMATICALLY speed up texture mapping in StarFox 2 FX3, which is the one we're really wanting to work towards.

Sunlit had to program GSU1/2 merge MANUALLY into SNES land because of 4bpp.
September 30, 2026 at 8:31 PM
🚨 EUVD-2026-85539
📊 4.4/10

📝 An out-of-bounds heap read flaw was found in GIMP's TIM image loader. When a user opens a crafted 4bpp TIM image that causes promotion to an RGBA layer, the file-ti...

🔗 https://euvd.enisa.europa.eu/vulnerability/EUVD-2026-85539

#cybersecurity #infosec #cve #euvd
September 23, 2026 at 9:05 PM
due to the gamemode I'm using I'm restricted to 4bpp, but the video itself will be black and white, which is wasteful of course but also means i only need to modify a single bitplane for a given pixel on a given frame
September 20, 2026 at 3:44 AM
Rocket Slime stores graphics + data in banks like:

Graphics
Frames
Animations

Graphics just contain the actual graphics, standard 4bpp tiled NDS graphics.

Frames contain OAM attributes which are used to build sprites made of multiple OAM objects

Animation contains anim data (timings, etc)
1/3
September 16, 2026 at 8:52 PM
LOOMPY LIVES!

Implementation of previously unused Casio Loopy hi-res graphics mode (512x224, 4bpp) gives us a lot more headway for porting 320x200 EGA games without grotesque decimation to 256 wide.

That said, using a 512x224 window meanseither crazy pillar boxing or occasional pixel doubling...
September 14, 2026 at 2:41 AM
the colors suck (it's limited to 4bpp) but that actually (potentially) opens up a new world of pixel-perfect EGA ports (or intelligently scaled, with more pixels to work with)
September 13, 2026 at 7:13 PM
There's a trick I've always wanted to try w/PSX homebrew programming where I think it would theoretically be possible to pack four single-color "layers" in a single 4bpp texture, using four different palettes to select which layer is visible.
August 27, 2026 at 11:45 PM
the old one only supported an 8bpp 320x240 view (if you remember my xixit posts from my old account thats how i got those images) but this one already supports arbitrary window sizes and should soon have window resizing and support for 1bpp, 2bpp, and 4bpp images as well
August 18, 2026 at 10:32 AM
Are the 1bpp, 4bpp and 8bpp versions meant to share the same base designs?
August 18, 2026 at 9:43 AM
Commission work: I need 16x16 to 16x24 pixel art weather icons made. 1bpp, 4bpp, 8bpp depths. Reach out to me in DMs for details
August 17, 2026 at 1:52 AM
github.com/uniskie/MSX_...

バイナリエディタ BzEditor 改造
MSX向け機能追加版

BITMAP VIEWに1bpp(SCREEN0~2/SPRITE)、2bpp(SCREEN6/9)、4bpp(SCREEN5/7)、8bpp(SCREEN8)、YJK+RGB(SCREEN10/11)、YJK(SCREEN12)向け表示機能とパレット定義を追加
元プログラムに合ったバグも修正してます

#MSX
May 19, 2025 at 9:24 PM