AuthorTopic: C64 pallette  (Read 23959 times)

Offline Evil-Ville

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Re: C64 pallette

Reply #10 on: July 20, 2006, 06:07:50 pm
Since we're on the topic of palettes, does anyone know where to go to find the amiga palette or SNES palette? I've tried to do googles for them but I can't figure out the right words to use.

I don't think there really is an amiga palette. Same for SNES probably.

Offline Helm

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Re: C64 pallette

Reply #11 on: July 20, 2006, 06:21:41 pm
These machines have bit limitations. Atari ST is if I remember, 4 bits per channel, Amiga 5? Snes is 5 too I think? Ptoing knows, ask him.

Offline ptoing

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Re: C64 pallette

Reply #12 on: July 20, 2006, 06:43:22 pm
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 »
There are no ugly colours, only ugly combinations of colours.

Offline Sohashu

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Re: C64 pallette

Reply #13 on: July 21, 2006, 10:17:25 am
Couldnt you use 2 wide pixels on top of one another to create a 2x2 pixel? Or is that sorta cheating?   I just find it difficult to use the wide pixel as if it was a pixel.  I don't really think so, but should I learn to deal?

And feel free to make this a place to post various tips and ramps and discuss in general using C64 and other system pallettes.  Im sure it will help people understand using your colours creatively.  I know it would help me. 
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Offline ptoing

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Re: C64 pallette

Reply #14 on: July 21, 2006, 10:27:06 am
you mean haveing 2x2 instead of 2x1 pixels? Nah don't do that, try to do proper 2x1 widepixel stuff. what i often do is sketch out the picture rough in 320x200 using singlepixel, then resize to 160x200 and then back to 320x200 so you get a rough widepixel base to start from. then i fill in colours and start detailing with a widepixel brush in promotion. Every now and then i scale it back to 160x200, helpfull for dithering and stuff like that. It really is no big difference only the aa works a bit different in a few special cases.
There are no ugly colours, only ugly combinations of colours.

Offline Sohashu

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Re: C64 pallette

Reply #15 on: July 22, 2006, 01:23:27 am
So I pixel in 160x200, and then resize to 320x200?  Seems good.   Thanks again. 
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Offline ptoing

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Re: C64 pallette

Reply #16 on: July 22, 2006, 01:25:31 am
yeh pixel it in 160x200, but resize frequently to see if it looks right.

you have to get a feel for it.
There are no ugly colours, only ugly combinations of colours.

Offline hawken

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Re: C64 pallette

Reply #17 on: September 22, 2006, 07:36:38 am
aye snes was 256 fixed colours on-screen from a palette of 32768 colours. You could switch the 256 very fast, or just part of the palette could be switched out... which made for some very nice sunsets in secret of mana 2 as the scenery tiles would switch out their palette leaving the sprites to stay in tact.

One question I have for the c64 boffins:

On the spectrum the limit was 2 colours per 8x8px block, was there rules like this for the c64? How does one go about making realistic c64 art?

« Last Edit: September 22, 2006, 07:39:38 am by hawken »
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Offline Helm

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Re: C64 pallette

Reply #18 on: September 22, 2006, 07:52:03 am
Quote
On the spectrum the limit was 2 colours per 8x8px block, was there rules like this for the c64?

Dunno how many times we've mentioned this so far:

multicolor mode : 3 colors plus universal color per 8x8 character, widepixels (so effectively, 4x8). The universal can be any of the 16 colors, but has to be the same for all characters. 160x200 so to speak

hi-res mode: 2 colors from 16 for every 8x8 character, single-pixel. 320x200

There's a million -hacked- demoscene modes that overcome lots of these limitations, I'm sure a certain german will enlighten you if you ask.


Quote
How does one go about making realistic c64 art?

If you mean realistic-looking art on the c64: painfully

If you mean could-run-on-c64-realistic art: just follow restrictions.

Offline hawken

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Re: C64 pallette

Reply #19 on: September 22, 2006, 08:21:53 am
Quote
Dunno how many times we've mentioned this so far:

multicolor mode : 3 colors plus universal color per 8x8 character, widepixels (so effectively, 4x8). The universal can be any of the 16 colors, but has to be the same for all characters. 160x200 so to speak

hi-res mode: 2 colors from 16 for every 8x8 character, single-pixel. 320x200

There's a million -hacked- demoscene modes that overcome lots of these limitations, I'm sure a certain german will enlighten you if you ask.

Cheers! maybe all this info could be collected and made into a sticky one day? :) I'm sure theres someone out there hankering to do it.  :D

Quote
If you mean realistic-looking art on the c64: painfully

err, a bit too literal there  :noob:
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