#indiegamedev #fantasyconsole #athena32 #psx
#indiegamedev #fantasyconsole #athena32 #psx
i use a palette with 3 bits red/green and 2 blue, and "subpixel dither" in between colors. here's a thread of images showing what that's like
1/5
i use a palette with 3 bits red/green and 2 blue, and "subpixel dither" in between colors. here's a thread of images showing what that's like
1/5
also i forgot this thing took color pictures!
also i forgot this thing took color pictures!
- 160x120 resolution
- 64k "vram" for tiles, sprites, object attribute memory
- everything 8bpp so i don't gotta worry about unpacking goddamn nybbles
kinda tempted to make a library used via call absolute that renders the screen via a console-like chunk of VRAM to define characters, tilemaps, and object attributes >_>
- 160x120 resolution
- 64k "vram" for tiles, sprites, object attribute memory
- everything 8bpp so i don't gotta worry about unpacking goddamn nybbles
Can convert images into 4bpp, 8bpp, or 16bpp, and writes out "IMG" files which store a very basic header (3-byte identifier, format, width, height, optional palette, & pixel data).
#gamedev #fantasyconsole #athena32
Can convert images into 4bpp, 8bpp, or 16bpp, and writes out "IMG" files which store a very basic header (3-byte identifier, format, width, height, optional palette, & pixel data).
#gamedev #fantasyconsole #athena32
i also learned how to use the VGA clocking mode register to turn the display on and off on demand which could be handy
i also learned how to use the VGA clocking mode register to turn the display on and off on demand which could be handy
and i'm also gonna add faux HDMA effects :3
and i'm also gonna add faux HDMA effects :3
The CPS2 could display tiles of 4bpp, 4 bits per pixel, allowing for 16 colours, 15 + transparency. The CPS3 jumped to 6bpp, 64 colours! Alongside a seldom used mode for 8bpp (SCR only iirc). If you've ever wondered what CPS3 limits are, there you go!
The CPS2 could display tiles of 4bpp, 4 bits per pixel, allowing for 16 colours, 15 + transparency. The CPS3 jumped to 6bpp, 64 colours! Alongside a seldom used mode for 8bpp (SCR only iirc). If you've ever wondered what CPS3 limits are, there you go!
Are 256 colors "too much"? Realistically, who's going to use a palette like this, given the "retro" aesthetic I'm aiming to?
Any pixel artists around willing to comment? 😊
#gamedev #indiedev #gameengine
Are 256 colors "too much"? Realistically, who's going to use a palette like this, given the "retro" aesthetic I'm aiming to?
Any pixel artists around willing to comment? 😊
#gamedev #indiedev #gameengine
I hope it will also help to improve the speed on Nintendo xDS ✨
I hope it will also help to improve the speed on Nintendo xDS ✨
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
The frame buffer is in internal RAM as I couldn’t get scan out glitch free from PSRAM. That means pretty much everything else uses PSRAM.
The frame buffer is in internal RAM as I couldn’t get scan out glitch free from PSRAM. That means pretty much everything else uses PSRAM.
to set a pixel on a linear framebuffer is easy: you write bytes to the correct address, which for a 8bpp framebuffer can be calculated as:
width = 640
pixel = (y * width) + x
to set a pixel on a linear framebuffer is easy: you write bytes to the correct address, which for a 8bpp framebuffer can be calculated as:
width = 640
pixel = (y * width) + x