Epicenter posted on Jul 11 2006 at 02:51 AM said:I did consider 8bit but we'll probably end up using more colors than that
in some areas, even though we are keeping an old-school artistic style by
You can always use 8bpp (or even 4bpp) with local pallettes. For final 16bpp output it could be only 512bytes per 256 positional CLUT. The 8 bit pixel could be also encoded like RGBL 2:2:2:2.
Epicenter posted on Jul 11 2006 at 02:51 AM said:keeping it looking palletized. Honestly, if all 32MB can be accessed by the 3D engine in the VRENDER-3D on the XGP-Mini, it should be sufficient-- especially since we can stream music from faster SD cards (preloading to RAM will be an option.) So, the game would not need to be limited to fit the hardware.
Probably the biggest gains would come on the XGP/XGPMini from using OpenGL-ES functionality to handle more stressful visual elements; e.g. more sprites onscreen at once with high framerate in the more insane difficulty levels, fancier alpha blending effects, etc. Maybe
scaling/rotation can be done on the GPU as well. I worry this may be too
Scaling and rotation would be major benefit to 2D type of game. And it can be done for sure using 3D accelerator.
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