Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).
Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).
Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).
8-Bit
8-Bit
Friday, March 29, 2013 - 18:43
Date Range:
17 April 2013 to 24 April 2013
Description:
Make something based around an 8-bit limitation, like chiptunes and 16x16 4 color tiles.
Example: Any console game from the original NES era.
Comments
why 4 colors? 8-bit = 256 colors right?
8-bit color is 256 colors, but while the NES had an 8-bit processor, it did not have 8-bit color. I believe each 8x8 square had 2-bit color, which amounts to a total of 4 colors, and those colors were selected from a palette of 64 colors (which is why the NES could display more than 4 colors on screen at one time).
Sega Master System was an 8 bit console, and it could use up to 16 colors in one tile, but those 16 colors would be the pallet for the entire background. A different 16 could be used on sprites. The Atari 2600 could use a total of 128 colors if the TV was NTFS.