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Cart #c32_colors-0 | 2022-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TO LOAD THIS PICO-8 CART, in immediate mode, type: load #c32_colors

VVhat's New ?

  • (03-17-22) I forgot to include palette adjust ! This picture should look much better with it now.

Thought I would put in my 2-bits now that it seems 32-colors are attainable.

If you do some calculations though you can see that 256-colors should be attainable with no extra memory usage:

128*128/2 = 8192 bytes (4-bits or  16-colors available per pixel)
   64*128 = 8192 bytes (8-bits or 256-colors available per pixel)

See original discovery of 32-color here:

https://www.lexaloffle.com/bbs/?pid=92332

P#92334 2021-05-22 01:31 ( Edited 2022-03-17 15:29)

1

I'll vote for more pixels!
128x256, 256x128 4 colors from 32 or just black/cyan/pink/white
256x256 2 colors from 32 or just black/orange
;)

P#92359 2021-05-22 15:44

Thanks, guys ! I hadn't seen someone do this yet so thought I would offer it. :)

That's fine. I'm happy to lead if not a small part of the revolution for better graphics ability to Pico-8.

And we should start seeing 32-color 64x128 games now as the method I'm demonstrating here is not that difficult to achieve once seen in my PROOF program. I may follow-up with a brief library of Pico-8 routines designed to plot in this new resolution for those having difficulty with it.

And there are other things to consider.

For instance the standard here with 216 different colors at 6-levels of brightness for each of the Red, Green, and Blue colors, then THIS could be done at 128x128 pixels, but this is at 16384-bytes:

Of course even with just 32-colors at 128x128 and a modifiable palette at 10240-bytes (could be stored in both sprite and mapper area) you have:

What =I'd= really like to see though is the same as you, @ultrabrite, 256x256 pixels at 2-colors per pixel (Black and white) which takes the right amount at 8192-bytes, the same as Pico-8 currently uses.

Obviously not great for color-photos but superb for any application or game that only needs 2-colors and higher detail, black and white, where you get 2x across and down at a larger 256x256 pixel display.

P#92355 2021-05-22 15:44 ( Edited 2021-05-22 17:26)

Oh very interesting find!
Dithering starts to get tough at that 64X128 resolution, but I really like the painful tradeoff.

P#108823 2022-03-17 23:56

Ah, thank you, @electricgryphon. I saw that @StinkerB06 had conquered the stripes so I pursued to see if it could be done at a pixel level, and it was.

https://www.lexaloffle.com/bbs/?pid=90752#p

Seeing this I realized it could be done per pixel at 64-across and 128 down.

64x128x256 (system fixed palette)

64x128x256 (custom palette)

Also if you do a few calculations you can see that in a 64x128 resolution you can actually have a single byte per pixel (64*128=8192) so 256-colors should be possible at no additional cost in memory.

For a 64x64 screen you could have 2-bytes per pixel, easily 32 levels of red, 64 levels of green, and 32 levels of blue.

I was checking and you can see that there is memory location 0x4300 to 0x55FF available, not in use anywhere in Pico-8, and ready for use - which is 4863-bytes.

If you take 256 and multiply by 3, you could easily store a 768-byte palette there for custom use. Which means it should be possible to have that last smoother custom palette 64x128x256 image. And you could have more complex animated effects like this:

https://www.lexaloffle.com/bbs/?tid=35929

And I was going to do one more 32-color picture later showing it's possible to store an image like this in a string with good compression.

P#108826 2022-03-18 01:50 ( Edited 2022-03-19 01:44)

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