>Hi,
>
>Screen 8 has ONLY 15 colors for sprites, and you cannot change
>them.

NB: There're actually *16* colors if you disable transparency mode.

You indeed cannot change them since they're not a true palette but some
kind of "small true-color" format (IGRB).

>I don't know anybody who can change Screen 8 palettes (gfx or sprite)

It's impossible since it's not a palette mode but a true-color mode.

>But if you use 2 Screen8 pages, you can get more colors by averaging
>between the 2 pages. (Tiling mode, not Interlacing mode).

Same method was used in Quantum Paintbox, a true-color painting program for
the ST. It achieved a 4096 color palette out of its native 512 by "tiling".
The problem is that the ST has not a true color mode but a maximum of 16
colors on screen at once, so it needed palette changes on the fly and that
limited colors per line to 16.

>I made a program to see BMP files (8 bit & 24 bit)
>in Screen8 using 2 pages, and the result is even better than Screen 12 !!
>The grays are better on Screen 12, but colors are better on "Screen 8
>Plus", (as I call it.) Because pixels don't depend on nearest others.

For this kind of "depending" modes the best is using dynamic color. The
Amiga has the HAM (Hold And Modify) mode which produces similar effects
(and color contamination). The base palette was changed every raster line
to match better the true-colors, minimising color corruption.

>This is useful for watching photos on a MSX2 (even on a 2+, TR)
>but not useful for games, as you spend all VRAM for it.
>Some MSX demos use this system to show more colors at Screen 5 or 7 or 8.
>
>If you are interested enough, I can improve my tool and fix at my web.

I've already made an *overscan* 256x256x2048 colors display routine that
does that job. VRAM 100% exhausted. Will be also featured in our
forthcoming vidgame.

Really impressive for an 8-bit computer.

Kiss you lot.

        Mk2



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