The amiga has a 12 bit palette unstretched (pretty sure about the unstretched part) meaning that each RGB channel has 4 bits (16 values 0 to F).
The unstretched part means that the brightest colour is F0 not FF and that goes to all colours, the second hexvalue on pc would always be 0. I am about 90% sure about this, but i just wrote an email to the programmer of UAE (great amiga emulator) and i guess he should know. In it's most commonly used mode the A500 can produce 32 colours at 320x200.
The SNES has a 15 bit palette, 5 bits per channel. I am not entirely sure about the other specs the snes has, google is your friend.
The C64 has sprites with the size of 24x21, 8 hardware sprites which can be hacked into 8 sprites per scanline. There are either hires sprites which use the full res of the sprite and only have 1 colour + trans or multicolour sprites which have horizontally stretched pixels but can use 3 colours, there is something going on with shared colours for all the sprites tho and only 1 unique per sprite, i am not to sure about that either tho. I guess doing gameart for the C64 is kinda pointless unless you have a programmer who knows the C64 well enough to tickle something nice from it.
Didn't see Helm posted while i wrote my reply, The AtariST has a 9 bit palette (3 per channel) and it is definatelly unstretched in the normal ST model. And it can display 16 colours at 320x200 at once.
Also:
9 bit= 512 colours
12 bit= 4096 colours
15 bit= 32768 colours
basically 15 bit is already tons for normal pixelart, when it comes to transparency in games more is abviously better tho as you get quite harsh banding with low bitdepth

« Last Edit: July 20, 2006, 06:47:35 pm by ptoing »

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There are no ugly colours, only ugly combinations of colours.