Difference between revisions of "Talk:PLAYPAL"
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== VGA register values == | == VGA register values == | ||
Please note that Doom *rounds down* its palette colors via a right-shift by two bits ({{c|c >> 2}}) when writing the PLAYPAL to the VGA registers. The colors as stored in the PLAYPAL itself are full 8-bit color values. --[[User:Quasar|Quasar]] ([[User talk:Quasar|talk]]) 17:25, 1 July 2015 (CDT) | Please note that Doom *rounds down* its palette colors via a right-shift by two bits ({{c|c >> 2}}) when writing the PLAYPAL to the VGA registers. The colors as stored in the PLAYPAL itself are full 8-bit color values. --[[User:Quasar|Quasar]] ([[User talk:Quasar|talk]]) 17:25, 1 July 2015 (CDT) | ||
+ | : Possibly beyond the scope of this article, but do you happen to know why? This is something I've wondered ever since I found out that the RGB components in VGA didn't use the full range of a byte. Surely it's more efficient to store the "real values" rather than recalculate at run-time? Yet Doom is far from the only game to store a 0-255 range for the components. Does it have to do with the way Deluxe Paint works, perhaps? Or planning ahead to porting for other graphics hardware? -- [[User:ETTiNGRiNDER|ETTiNGRiNDER]] ([[User talk:ETTiNGRiNDER|talk]]) 19:00, 1 July 2015 (CDT) |
Revision as of 19:00, 1 July 2015
See also http://www.zdoom.org/wiki/index.php?title=Image:Doompal.png Ducon 06:35, 18 Feb 2005 (GMT)
- I've put the article under protection from unregistered users for the time being -- TheDarkArchon 15:22, 16 April 2006 (UTC)
- You should protect the article and the talk page. Both of them are vandalized. Ducon 15:26, 16 April 2006 (UTC)
- As far as I can tell, it's not possible to protect talk pages. Bloodshedder 18:22, 16 April 2006 (UTC)
- No, wait...it already is protected. Administrators can edit it just fine.Bloodshedder 18:24, 16 April 2006 (UTC)
- I’m no sysop and I seem to be able to edit it. Maybe it’s restricted to registered users. Ducon 18:36, 16 April 2006 (UTC)
- I restricted it to registered users since all the vandalism came from unregistered users. I should've made that clear. -- TheDarkArchon 18:47, 16 April 2006 (UTC)
- Same here (for the article): I'll upgrade them if necessary. -- Jdowland 23:25, 16 April 2006 (UTC)
- I restricted it to registered users since all the vandalism came from unregistered users. I should've made that clear. -- TheDarkArchon 18:47, 16 April 2006 (UTC)
- I’m no sysop and I seem to be able to edit it. Maybe it’s restricted to registered users. Ducon 18:36, 16 April 2006 (UTC)
- You should protect the article and the talk page. Both of them are vandalized. Ducon 15:26, 16 April 2006 (UTC)
Why is COLORMAP info in PLAYPAL?
Why is COLORMAP info in PLAYPAL? GhostlyDeath 19:35, June 26, 2010 (UTC)
VGA register values
Please note that Doom *rounds down* its palette colors via a right-shift by two bits (c >> 2) when writing the PLAYPAL to the VGA registers. The colors as stored in the PLAYPAL itself are full 8-bit color values. --Quasar (talk) 17:25, 1 July 2015 (CDT)
- Possibly beyond the scope of this article, but do you happen to know why? This is something I've wondered ever since I found out that the RGB components in VGA didn't use the full range of a byte. Surely it's more efficient to store the "real values" rather than recalculate at run-time? Yet Doom is far from the only game to store a 0-255 range for the components. Does it have to do with the way Deluxe Paint works, perhaps? Or planning ahead to porting for other graphics hardware? -- ETTiNGRiNDER (talk) 19:00, 1 July 2015 (CDT)