This trick was very common in video games in the 80s/90s, because it essentially gave you some kinds of animation for free. You don't have to waste valuable CPU time redrawing parts of the screen, if you can just tell a few bytes of palette to change and get animation for freepic.twitter.com/aCe8sGyV0M
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Waterfalls are one of the most common uses of color cycling, because you can easily make them look decent and interestingpic.twitter.com/O55kT9Rn32
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Here's an example where you can see the colors in the palette changing in real time.pic.twitter.com/pZQwpoelxj
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Fun fact: Doom (which uses mode 13h, 320x200, with non-square pixels) actually has an effectively double-indirect palette. You've got the game's main palette and a secondary sort of palette called a colormap, which is used for lighting levels.pic.twitter.com/wmfq7Y7ozy
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This is basically used to tell the engine how to find a darker version of a color. So if you have an area in darkness (or in distance), it's drawn using a color that's darker (more to the right, on that image)
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But there are special colormaps, and colormaps that can be overwritten. For example, when you get the Light amplification visor, it switches all sectors to use the colormap 0: full brightness.pic.twitter.com/mxsqO4ZegM
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And the original partially-invisible effect was done by drawing those pixels with colormap 6 (normal lighting goes 0-6) This means that in bright background, the monsters shift towards darker colors.pic.twitter.com/moRFJ7Som7
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But the most interesting colormap is 32: It's used for when you have the Invulnerability powerup. It is carefully designed so that all colors switch to monochrome, and inverted monochrome at that. That gives the unique effect of this mode.pic.twitter.com/nIDbYW7U4V
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fun fact: You notice how the sky isn't inverted, or monochrome? Players thought that was just how it worked... until 1997 when the source code was released, and they were able to look into the code. Turns out, that's a bug! Source ports often fix it, with a toggle to unfix it.pic.twitter.com/sdZH9voc6t
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Anyway, if you want to learn more about Doom and how it was made, I have a great recommendation:
@fabynou is releasing the sequel to his great Wolfenstein 3D Game Engine Black Book, next week! You can pre-order it on google play:https://play.google.com/store/books/details/Fabien_Sanglard_Game_Engine_Black_Book_DOOM?id=wel6DwAAQBAJ …5 réponses 11 Retweets 115 j'aimeAfficher cette discussion
Can you get a paper version too?
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Nouvelle conversation
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Le chargement semble prendre du temps.
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