#8bpp
Something I kinda realized: that multi-layered font image trick I was talking about the other day: I could do something similar but probably fit multiple *four-color* layers inside of an 8bpp atlas.

And use that transparency bit trick to do basic anti aliasing 😅
August 31, 2026 at 5:39 PM
the idea is that you use EMS memory pages to get four 16k banks of "VRAM", that you put sprites and tilemaps in. and then with that and an array of object attributes the renderer will render the entire 160x120 8bpp screen in one go super fast

and i'm also gonna add faux HDMA effects :3
August 31, 2026 at 5:04 PM
there's record breaking storms incoming so i've been too migrainy to qbasic but i've thought real hard about what i wanna do and i've come up with

- 160x120 resolution
- 64k "vram" for tiles, sprites, object attribute memory
- everything 8bpp so i don't gotta worry about unpacking goddamn nybbles
might give in to the urge to qbasic today

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 >_>
August 28, 2026 at 6:13 PM
(this could extend to 8bpp as well, but it means you need 8 different 256-color palettes which is a LOT more VRAM)
August 27, 2026 at 11:47 PM
smwc.me/t/133005
Don't go anywhere! @jamieb0i.bsky.social and @sokoloshawott.bsky.social and I collabed together for the hack's intro, all of which have been ripped to be 8bpp images (the highest quality on SNES).

Check it out!
Daizo VS MIXTAPE - Intro Cinematic
YouTube video by Daizo Dee Von
youtu.be
August 20, 2026 at 11:50 PM
On the Amiga are you using the 8bpp back/fore buffers and blitting the fore to the screen right? - I'm not certain that 7Mhz is enough to do it but.. you might be able to do a chunky to planer ordered dither on just the updated rects.
August 19, 2026 at 7:15 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
OH right i forgot:
xpm (is there any more common format that can do this?)
- indexed color, if the palette has more than 256 colors
(it's sad that png arbitrarily limits paletted images to 8bpp. like there's nothing technically stopping you from just setting the depth to 16 in indexed mode)
August 13, 2026 at 10:03 PM
I been listening to this shit unironically the past few days lol.
www.youtube.com/watch?v=8bpP...
"Pokemon Combat" - Big Bass Version - w/lyrics
YouTube video by helswake
www.youtube.com
August 6, 2026 at 2:26 AM
it's stored as 8bpp
July 19, 2026 at 4:28 PM
Today I made a 1080p HDMI framebuffer core - the FPGA acts as an HDMI receiver, storing frames as 8bpp HPCR-encoded data and decoding them on the fly. The DDR SDRAM used is only fast enough to sustain 1080p60 with HPCR. Here you can see it switch between the raw and decoded data. Switch as HDMI src.
July 19, 2026 at 3:35 AM
Alright basic blitter designed I think.
July 17, 2026 at 6:01 PM
Last year I built this 23BPP framebuffer with an 8BPP backing store. It uses spatial dithering with the precision of the color channels encoded in the dither. The “decode” is edge aware smoothing. It is a reimplementation of HP Color Recovery - I will eventually release it with a full nonAI writeup.
July 17, 2026 at 3:43 AM
oh my god

(options for the LoadImage function in the Win32 API)
July 14, 2026 at 6:32 PM
i've once solved this mystery - a piece of polygon art focused around #blockbench 's plane polygons - i'm slowly faced up all the towel textures - though all texture images have 256 colors - i've finally drew enough textures from #graphicsgale - #segasaturn #indiedev #gamedev #lowpoly #8bpp #32bit
July 5, 2026 at 3:39 PM
barely any cursing at typescript required. though i still find it weird to write in.

also i forgot this thing took color pictures!
July 4, 2026 at 6:59 PM
also TIL; livearea gate can be 32 bit png..

even though the livearea graphics themselves have to be 8bpp

thats good, because the gate i just made looks awful in 8bpp :D
June 8, 2026 at 4:19 AM
A memory mapped linear framebuffer with 8bpp pixels is maybe a bit easier to do that sort of thing with compared to 4bpp tiles that you have to DMA to VRAM, but yeah there's no hardware acceleration for that. Fill can maybe be used to speedup flat-shaded polygons though
May 7, 2026 at 9:52 PM
I have a similar issue, but in reverse: I need to switch from memcpy'ing RGB888 frame to 8bpp palettized frame loaded as a texture on Dreamcast's GPU :P
May 1, 2026 at 7:21 PM