Benimo12 2025-07-24 02:16
Again, this topic is mostly directed at @Timo as it is a technical question about both LowRes NX and LowRes Coder:
Working on my project, I've come to realize that a sprite-centered fantasy console and a linear function-centered fantasy console use different modes of applying color that are nigh-incompatible with each other. Is this part of what influenced you to make LowResNX its own thing?
That is because for my project, I tried using the 4-bit color driver I used for the linear-function side for my sprites and while it worked well enough, I started to notice problems when I tried defining my own colors as the colors will come out completely wrong and trying to merge the two dependencies into one used too much buffer-space.
And also, how do you make it so that one color of the palette is always transparent? Because, the method I'm using right now defines absolute blackness i.e (0, 0, 0) or (0x000000) as transparent but my color driver for my sprites shifts black slightly to make it not transparent but, if I force the color 0, it becomes transparent.
(Sorry if I'm not making sense)
Timo 2025-07-25 06:20
NX doesn‘t use black (RGB 000) as transparent, but color INDEX 0. You can still define the other color indexes (1-3) as black, they won‘t be transparent. The key here is using palettes, instead of direct colors. (It‘s how consoles and computers worked before 24 bit graphics).
Not sure if I understand your first questions… yes, 4 bit colors are quite limited, you just have to take what you have ;)
was8bit 2025-07-27 17:41
Cell images placed into each of the two backgrounds may have 3 applied colors (1 PAL)
Sprites may have 3 colors (1 PAL)
In all cases, “color” zero will be clear, so you will see layers of colors from sprites and cell images…
And beneath all of these things, the assigned color pal 0 color 0 will be seen beneath ALL of these things…