Re: A89: GrayScale and Program Ideas
[Prev][Next][Index][Thread]
Re: A89: GrayScale and Program Ideas
Grayscales sprites simply have more bits defining the shade of each
pixel. In the 1-bit system commonly employed, a 0 is completely white
and a 1 is completely black. In a system using multiple-bits per pixel,
00... is still white and a 11... is still black, but other values offer
differing shades of gray. If you wish to use two bits per pixel, 00
would be white, 01 would be light gray, 10 would be dark gray, and 11
would be black. This concept continues through an infinite rang of
possible bits-per-pixel.
On Thu, 31 Dec 1998 12:20:10 -0500 "Ahmed El-Helw" <ahmed@ticalc.org>
writes:
>
>Hello,
> I had a question - how exactly do grayscale sprites work [how are
>they
>made data wise].. like a normal sprite is simply .db %00010101 on the
>z80..
>how do you do a normal and grayscale sprite on 68k?
>
> As for the program ideas -- i know I should put this on
>ticalc.org, but
>I have to finish alphabetisizing them first :P Yet someone should
>port
>Plane Jump and Diamonds to the 89 :) And we need high score added to
>BoulderDash :) As for SameGame, I still like Jimmy's better :) Maybe
>because it's full screen and bigger blocks? Any thoughts? With all
>due
>respect to the author - you make awesome games.. just my 2 cents worth
>about
>SameGame.
>
>Ahmed El-Helw <ahmed@ticalc.org>
> Program Ideas and Upcoming Programs
> the ticalc.org project - http://www.ticalc.org/
>_______________________________________
>http://hail.icestorm.com/asm/
>ICQ: 3350394
>
>
___________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html
or call Juno at (800) 654-JUNO [654-5866]
References: