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Retro Gaming@lemmy.mlbymonica_b1998@lemmy.world
8 months

Color clash on msx

tech.lgbt
0
    Nina Kalinina (@[email protected])
    tech.lgbt
    Attached: 3 images It occurred to me that many younger people don't know why video games used to look so bad on 8-bit home computers, when they can look so much better on comparable hardware of pocket video game consoles. And, as a consequence, they take for granted all the hard work that losers like me put into converting art for ZX Spectrums and alike. That makes me a bit sad, so let me demonstrate you what happens behind the scenes, and why it matters (to me). Illustrations: * Golden Axe running on WonderSwan. The image uses 42 colours, but the sprites are likely 16 colours or less. 224 × 144 pixels * Golden Axe running on ZX Spectrum. 15 colors. 256x192 pixels. * My old fan-art of Va-11 Hall-A for ZX Spectrum. 15 colors, 256x192. What I'm trying to say is: despite having resolution better than GameBoy or WonderSwan, art on ZX Spectrum often looks BAD. Why? How to make it look good? Why is it hard? Let me explain! *cough cough* 🧵 thread #pixelart #retrocomputing
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    Retro Gaming@lemmy.ml

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    For the purposes of this community, “retro” means platforms launched in 2001 and earlier, and games for those platforms released through roughly 2007. This means that the Xbox, GameCube, Game Boy Advance, and PlayStation 2 are the cutoff consoles.

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