Difference between revisions of "Talk:Humongous Entertainment/Progress/16bits Support"

From ScummVM :: Wiki
Jump to navigation Jump to search
(screenshot of freddicove?)
 
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
== Adding Freddi 5 Screenshot ==
== Adding Freddi 5 Screenshot ==
It says "<tt>I.e. if you'll take a look at current 16bits games</tt>" on the main page. Should I upload a picture (or two) to show how ScummVM handles it now? -[[User:Clone2727|Clone2727]] 21:59, 23 January 2007 (UTC)
It says "<tt>I.e. if you'll take a look at current 16bits games</tt>" on the main page. Should I upload a picture (or two) to show how ScummVM handles it now? -[[User:Clone2727|Clone2727]] 21:59, 23 January 2007 (UTC)
== Mixed 8- and 16-bit graphics? ==
Is it absolutely necessary for the backend to be able to handle mixed 8- and 16-bit graphics at the same time? It seems to me that it would be easier/cleaner to have one (mandatory) 8-bit mode and one (optional) 16-bit mode. Possibly two separate classes. Perhaps mixed mode could be handled by a platform-independent layer in between? We might need a layer in between anyway to convert between different 16-bit colour formats.
Things could get hairy if you need to find the palette index for an on-screen colour, but that should be solvable. [[User:Eriktorbjorn|Eriktorbjorn]] 22:04, 29 December 2008 (CET)
No, HE games requiring 16bit color, use only 16bit palettes, and convert 8bit graphics internally.
[[User:Kirben|Kirben]]

Latest revision as of 05:13, 1 January 2009

Adding Freddi 5 Screenshot

It says "I.e. if you'll take a look at current 16bits games" on the main page. Should I upload a picture (or two) to show how ScummVM handles it now? -Clone2727 21:59, 23 January 2007 (UTC)

Mixed 8- and 16-bit graphics?

Is it absolutely necessary for the backend to be able to handle mixed 8- and 16-bit graphics at the same time? It seems to me that it would be easier/cleaner to have one (mandatory) 8-bit mode and one (optional) 16-bit mode. Possibly two separate classes. Perhaps mixed mode could be handled by a platform-independent layer in between? We might need a layer in between anyway to convert between different 16-bit colour formats.

Things could get hairy if you need to find the palette index for an on-screen colour, but that should be solvable. Eriktorbjorn 22:04, 29 December 2008 (CET)

No, HE games requiring 16bit color, use only 16bit palettes, and convert 8bit graphics internally. Kirben