MoonTurtle Posted April 4, 2019 Share Posted April 4, 2019 I was wondering about any limitations that the standard color graphics mode of the Atari ST (other than only having 16 colors to work with.) and how developers tried to work around these limitations, Now sometimes it's hard to discuss this kind of topic without using some examples, but this can be a bit tricky to so for Atari ST because, when it comes to color graphics on the ST, there are two main ones, there's the standard 16 colors out of 512, and then there's the STE, which I'm told (I could be wrong) is 32 out on 4092 colors, the ladder being most common in late Atari ST games, mostly in the 90s. Which is why it's tricky to bring up an example here, I was going to use Wolfchild on the ST as an example of some way to work around the 16 color limitations. but I have a feeling that's an STE game, not an ST game, because looking at the graphics, the game uses way more than 16 colors, But I did have an idea, maybe the background graphics and foreground graphics use their own respective palettes, but I don't know if that's truly the case or not. This topic is for the graphics side of Atari ST development. so people who are developing for the ST/STE/STF can learn tricks/loopholes/exploits and just general knowledge of graphics on the Atari ST. This is mainly for the standard 16-color graphics mode of the ST, but the enhanced graphics of the STE and STF(Falcon) can be discussed here as well. Quote Link to comment Share on other sites More sharing options...
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