4 ms·
Minor nitpick, but it screws up all the calculations: The original NES console was only designed to output images that were 256 wide by 240 high; meaning that
by joosters 11y ago
Minor nitpick, but it screws up all the calculations:
The original NES console was only designed to output images that were 256 wide by 240 high; meaning that the final image that needed to be displayed to the screen was 180kb in size.
The NES definitely didn't have 24-bit colour, so the final image data was at most 60kb, assuming 256 colours, or 30kb assuming 16 colours and a palette.
I don't know for sure what colour settings the NES had, I doubt it had a freely selectable 256 colours for each pixel. Probably a limited palette, maybe per-sprite, maybe for the whole screen.
- mhurron 11y ago> I don't know for sure what colour settings the NES had, I doubt it had a freely selectable 256 colours for each pixel. Probably a limited palette, maybe per-sprite, maybe for the whole screen. http://www.thealmightyguru.com/Games/Hacking/Wiki/index.php?title=NES_Palette http://www.thealmightyguru.com/Games/Hacking/Wiki/index.php?... "a total of 64 pre-set colors (56 of which are unique), and you can only show 25 on the screen at one time (under normal circumstances)." So ya, a little more limited than 24-bit colour.
- wlesieutre 11y agoWikipedia to the rescue: https://en.wikipedia.org/wiki/List_of_video_game_console_palettes#Famicom.2FNES https://en.wikipedia.org/wiki/List_of_video_game_console_pal... - 4 palettes for sprites at a time, each containing transparent + 3 colors. So 12 sprite colors. - 4 more palettes for background (applied to 16x16 areas), each sharing their first color, for another 13 colors in the background. - Total up to 25 colors on screen simultaneously, selected from a 64 color palette that really had 54 useful colors.