On Apr 11, 6:11 am, Andrew Doull <andrewdo...@[EMAIL PROTECTED]
> wrote:
> 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
I doubt I can distinguish 256 hues if they are used in isolation.
It's one thing in a jpeg, where the hues lead to big flat patches and
unpleasant edges, but for a single 'D' on a black background I don't
think more than 64 makes sense.


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