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Gaming > Angband > 256 Colours in ...
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256 Colours in Angband variants

by Andrew Doull <andrewdoull@[EMAIL PROTECTED] > Apr 11, 2008 at 06:11 AM

Hi,

I'm in the process of considering converting across to using '256'
colours in Unngband. I'm more likely to go with the 19 or so colours
offered 'off the shelf' by Sangband than the shades in NPPAngband.

The main thing driving this is the ridiculous number of monsters in
Unangband, which results in more than a few instances of different
monsters with identical appearance in the game. A secondary
consideration is the ego monster code, which requires the same monster
be distinguished by several different shades of colour.

This is really a question for Diego or anyone else who's made the
transition and is familiar enough with the platform code.

Outside of the util.c and cave.c code, and the various bits of
initialisation of colour prefs in cmd4.c and files.c, do I have to
mess with the display code or platform specific code that much? As far
as I can tell, no. There's some nice adaptive code by Leon that
attempts to 'best guess' the appropriate colour for windows and SDL
palette based displays, but this doesn't appear essential.

Also, in this day and age, do I have to worry about 16 colour VGA
displays any more?

Thoughts welcome.

Regards,

Andrew Doull




 7 Posts in Topic:
256 Colours in Angband variants
Andrew Doull <andrewdo  2008-04-11 06:11:04 
Re: 256 Colours in Angband variants
pete m <pmac360@[EMAIL  2008-04-11 13:27:07 
Re: 256 Colours in Angband variants
Martin Bazley <martin@  2008-04-13 18:05:04 
Re: 256 Colours in Angband variants
Andrew Doull <andrewdo  2008-04-11 16:00:52 
Re: 256 Colours in Angband variants
Nick <nckmccnnll@[EMAI  2008-04-11 17:19:12 
Re: 256 Colours in Angband variants
Andrew Sidwell <takkar  2008-05-15 18:33:54 
Re: 256 Colours in Angband variants
Andrew Doull <andrewdo  2008-05-16 04:06:16 

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