Immortal Nephi wrote:
On Jul 13, 1:05 am, Toinet <antoine.vig...@laposte.net> wrote:On 13 juil, 03:52, Immortal Nephi <Immortal_Ne...@hotmail.com> wrote:Super High Resolution on Apple IIgs is supposed to have 256 colors on 320x200 resolution for any games. Only 16 colors can be used each horizontal line on any games. Do you have idea why Apple Computer, Inc decided to design and limit 16 colors? I wonder Apple IIgs do have enough memory to hold 256 possible colors each pixel instead of each horizontal line. Please advise.it is just marketing. It is right to say that a SHR screen can hold up to 256 colors. Did Apple say per pixel?Well. I did remember reading King's Quest IV article on the website. It stated many customers were very disappointed to see that King's Quest IV is written in Perl to use 16 colors on SHR. Sierra company explained they were unable to overcome Apple IIgs' SHR limitation to use 256 colors. Think why? Why were 16 colors duplicated in each palette? King's Quest IV is capable to display 16 color palette each horizontal line so the picture would look 3,200 colors.
Using a fixed palette for all lines allows a much simpler (but more restrictive) "drawing" model for artists--particularly if they are creating the art on a non-gs system. For example, any picture rendered as a 16-color GIF or BMP can be trivially translated to the 320 SHR mode. Different palettes for different lines is an unusual model. And note that all modes require that no more than 16 colors appear on a line, so unless engaging in "vertical dither" (tough with only 200 lines total), the picture will usually be stratified into horizontal zones in which just a few colors predominate. Landscapes and seascapes are much more amenable than, say, portraits-- which benefit from smooth color gradients (therefore lots of colors per line) in both foreground and background parts of each line. A way to conserve colors for flesh tones, then, would be to place the subject against a mono- or bi-chromatic background with no gradient. -michael NadaNet 3.0 for Apple II parallel computing! Home page: http://home.comcast.net/~mjmahon/ "The wastebasket is our most important design tool--and it's seriously underused."