https://github.com/raphlinus/nibnib
https://news.ycombinator.com/item?id=50299811
https://github.com/raphlinus/nibnib
https://news.ycombinator.com/item?id=50299811
Discussion | hackernews | Author: raphlinus
#GraphicsGames
Discussion | hackernews | Author: raphlinus
#GraphicsGames
Sunlit had to program GSU1/2 merge MANUALLY into SNES land because of 4bpp.
Sunlit had to program GSU1/2 merge MANUALLY into SNES land because of 4bpp.
📊 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
📊 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
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
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
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...
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...
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
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