Subject: Re: [stella] 2600 emu for GBA From: Julian Squires <tek@xxxxxxx> Date: Thu, 28 Jun 2001 16:01:37 -0230 |
[sorry to continue an offtopic discussion, but I find it hard to resist] On Thu, Jun 28, 2001 at 09:17:07AM -0700, Glenn Saunders wrote: > This is kinda going off topic, but I was wondering why it is that Nintendo > hardware always seems to use an odd number for its featureset. For > instance, the Nintendo 8-bit has a color palette of what, 52 colors or > something? And the GBA can display 511 colors at once. Neither of these > align to an even multiple of 8 bits. It seems really odd. The GBA is pretty regular. (and, as Andrew said, the 511 colors (of 32k) is logical, and is only in some modes) It's a lot nicer to work on (for sprite-based titles) than, say, PSX (where sprites are just texture mapped rectangles, and video ram is a real pain to access). The 52 colors on the NES was due to mirroring, though, wasn't it? ISTR the palette was 4*16 but palette entry 0 was mirrored at three other positions in each set of 16 colors, something like that? It's been a little while since I played with the NES. The original gameboy was pretty regular, too, iirc. Of course, the 6502 is much cooler than the Z80. ;-) Speaking of messed up, though, ever looked at the packing of instructions on various RISC processors? I'm not sure about ARM, but I know AXP has the most screwed up way of packing instructions... the bits for the opcode and operands are scattered all over the word. -- -/ |/| Julian Squires <tek@xxxxxxx> /- - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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