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Gez
Why don't I have a custom title by now?!


Posts: 7040
Registered: 07-07


The 12-bit mode didn't make it to the alpha. The lump is there, but there's no code behind.

Old Post 11-18-11 15:01 #
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Maes
I like big butts!


Posts: 8661
Registered: 07-06



Gez said:
The 12-bit mode didn't make it to the alpha. The lump is there, but there's no code behind.


Yeah, the COLORS12 lump is not even referenced in the .exe but the COLORS15 one is. After all, the COLORS12 lump was specific to NeXT video hardware (the only hardware at the time having a native ARGB 4-4-4-4 display mode).

Interestingly, Android's Bitmap.Config class defines an ARGB_4444 mode "deprecated due to poor quality". It reportedly sucks for what regards drawing speed, as well.

However, a 565 mode remains available...hmm....who said a Doom source port has to use just fugly 8-bit indexed, especially if there's no native support for it? ;-)

Last edited by Maes on 11-18-11 at 17:00

Old Post 11-18-11 16:55 #
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Maes
I like big butts!


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Registered: 07-06


Oh Gawd. The ARGB4444 mode is really piss-poor. It looks even worse than plain 256-color mode. Grey levels in particular are utterly dire, it looks like it was running on a Sega Genesis.

http://flickcabin.com/public/viewset/37700

Vanilla-resolution pics for extra fugly:

http://www.image-share.com/upload/1067/253m.pnghttp://www.image-share.com/upload/1067/254m.pnghttp://www.image-share.com/upload/1067/255m.png
http://www.image-share.com/upload/1067/256m.pnghttp://www.image-share.com/upload/1067/257m.pnghttp://www.image-share.com/upload/1067/258m.png

Last edited by Maes on 11-18-11 at 20:59

Old Post 11-18-11 20:46 #
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