> 
> I don't know how well this would work for intermediate-sized characters,
> like my "Nerds" (~20 pixels high). In 2bpp mode, they're too small to 
> look good dithered, but too big to look good with just a color -> 4 grey
> lookup. They need manual tweaking to "read" well.

 Agreed - our sprites never work with just a plain conversion (in general).
To make things look *good* you have to adjust for every sprite by hand.

> 
> Actually, I wonder how many Palm game programmers are still supporting
> 2 bit grey, versus 4 bit grey? I like 2bpp because it's fast and it works
> on a Palm III. What do others think?
> 
> Jaba Adams
> Shinyfish Software
> http://www.shinyfish.com


 We still use 2bpp for our greyscale graphics. My reasons are:

1) For moving graphics, everything is LCD blurred. We actually 
try to improve the contrast by going for an anti-aliased monochrome
(if that makes sense) using bold outlines wherever possible.
4bpp greys just don't add anything.

2) On many greyscale devices, the difference between light and dark
grey is so subjective that its hard to make use of it. Users can fiddle
with the contrast, and we can 'readjust' the palette (or let the users
adjust), but on some devices it is still not terribly effective.
When you've only really got 3 effective shades, going beyond 2bpp doesn't
add anything.

 Having said that, in the case where we have a static background image, it 
can be worthwhile doing 4bpp for that. 

 Supporting Palm IIIs is a good move (IMO) - and also aren't the earlier
Handsprings only 2bpp too ? (Please correct me, since I forget the
exact specs...)

 Regards,

 Howard.

--
Howard Tomlinson - [EMAIL PROTECTED]
Games Designer, Astraware Ltd. - http://www.astraware.com/
Games for Palm: http://www.astraware.com/palm/ 

-- 
For information on using the Palm Developer Forums, or to unsubscribe, please see 
http://www.palmos.com/dev/tech/support/forums/

Reply via email to