@recedent, post #303
SWIV działał generalnie w 16 kolorach (4 bitplany). Źródełko.
But if you look closer, you will see that there are a lot more that sixteen colors in the game. The four bitplane frame buffer uses hardware scrolling. It is not redrawn. There is a fifth bitplane, that is enabled for only eight scan lines, to display the non-scrolling score and status line.
But by far the most important enhancement was the fact that the copper was programmed to switch the colors in the palette, on any line in the map. So the top and bottom of the screen could have completely different palettes. This allowed us seamless transitions between areas with different colors. So we have the desert with browns and yellows, the sea with shades of blue, grassland with greens, lava with reds, and so on. Ned made very clever use of this.
@BULI, post #305
@mmarcin2741, post #309
Moc. Ciekawe, jak wygląda porównanie do mocnego
pc z tego okreu, jakiegoś 486/66.
@michal_zukowski, post #312
@nowy80, post #314
@Dorian3d, post #316
@nowy80, post #317
@Dorian3d, post #320
@nowy80, post #321
@BULI, post #322
@nowy80, post #326
@BULI, post #327