Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: dblee Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 16 bit question Date: Mon, 09 Feb 1998 03:16:32 -0800 Organization: SCEA News Server Lines: 30 Message-ID: <34DEE590.3ECB@netmagic.net> References: <34C74080.6993D993@infores.com> Reply-To: dblee@netmagic.net NNTP-Posting-Host: ppp1-16.sj.netmagic.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Luca Cappellini wrote: > I understand that when i use 16 direct mode for sprite colors i do not > have a CLUT table but in wich way i define the colors, with PaintShop > pro witch kind of color table i have to use if i wanna define my colors, > and if i can define my colors is right think that in 16 bit mode i can > only have one BIG set of colors for all my sprites ? Hello, As Lewis pointed out, only 4-bit and 8-bit sprites use CLUTs. If you are creating 16-color or 256-color TIMs from bitmaps, each has its own CLUT, kinda like a GIF. Each sprite could reference another CLUT in another sprite, or a CLUT you define yourself. Each pixel is mapped to a CLUT entry. On the other hand, a 16-bit sprite is made up of individual RGB values (5-bits per channel plus one extra bit as a flag) for a grand total of 32K colours. That's why it doesn't need a CLUT. (The same applies to the 24-bit RGB TIM mode, too.) I use PhotoShop and usually work with 24-bit RGB color. I just save the image as a 24-bit BMP and let timutil.exe convert that into 32K colours. So far, the results have been pretty good (8-bits per channel reduced down to the 5-bits). If you want to squeeze things down further, jump from RGB to Indexed Color Mode. Dithering helps a little. - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/