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  1. Embed this notice
    Ethan Black (golemwire@social.librem.one)'s status on Saturday, 02-Aug-2025 11:39:56 JST Ethan Black Ethan Black
    • cerement

    @rl_dane @cerement SubSky's supposed to be easy to program for (in a low-level language), so I feel like color cells would be too hard to work with.
    Here's a demo of the palette I have in mind. The colors have been rearranged since I made this demo image, but nonetheless there are a few short of 256 colors here so that'd be 1 byte per pixel.

    In conversation about a year ago from social.librem.one permalink

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    1. https://social.librem.one/system/media_attachments/files/020/833/539/original/50ade4e7ec91bafe.png
    • Embed this notice
      Ethan Black (golemwire@social.librem.one)'s status on Saturday, 02-Aug-2025 11:42:47 JST Ethan Black Ethan Black
      in reply to

      @rl_dane Some notes on color indexes, from my bobcolor.s lib (for the videogame; it uses this palette):
      A bobcolor color index can usually be interpreted as:
      0 1 2 3 4 5 6 7
      Brightness Saturation Type (often hue)
      with Saturation descending (keeping RGB values generally ascending).
      Type:
      4-15: the 12 hues
      0-3: other types

      In conversation about a year ago permalink
    • Embed this notice
      Ethan Black (golemwire@social.librem.one)'s status on Saturday, 02-Aug-2025 11:43:10 JST Ethan Black Ethan Black
      in reply to

      @rl_dane The SubSky CPU can only R/W one byte or four bytes at a time, so unfortunately I need to avoid e.g. 2 bytes per pixel, as well. (Still unsure about how to handle audio with this limitation...)

      In conversation about a year ago permalink

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