<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Starting Out in Black and White</title>
	<atom:link href="http://www.duelinganalogs.com/infographic/starting-out-in-black-and-white/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.duelinganalogs.com/infographic/starting-out-in-black-and-white/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=starting-out-in-black-and-white</link>
	<description>Gaming Web Comic</description>
	<lastBuildDate>Thu, 23 May 2013 02:21:34 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
	<item>
		<title>By: Retromancer</title>
		<link>http://www.duelinganalogs.com/infographic/starting-out-in-black-and-white/#comment-10657</link>
		<dc:creator>Retromancer</dc:creator>
		<pubDate>Fri, 25 May 2012 00:32:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.duelinganalogs.com/?p=2924#comment-10657</guid>
		<description><![CDATA[Gamers and Gamerettes,we came along way.....]]></description>
		<content:encoded><![CDATA[<p>Gamers and Gamerettes,we came along way&#8230;..</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chaos</title>
		<link>http://www.duelinganalogs.com/infographic/starting-out-in-black-and-white/#comment-10655</link>
		<dc:creator>Chaos</dc:creator>
		<pubDate>Thu, 24 May 2012 23:11:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.duelinganalogs.com/?p=2924#comment-10655</guid>
		<description><![CDATA[I love images like this.]]></description>
		<content:encoded><![CDATA[<p>I love images like this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tustin2121</title>
		<link>http://www.duelinganalogs.com/infographic/starting-out-in-black-and-white/#comment-10653</link>
		<dc:creator>Tustin2121</dc:creator>
		<pubDate>Thu, 24 May 2012 20:12:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.duelinganalogs.com/?p=2924#comment-10653</guid>
		<description><![CDATA[I think it&#039;s worth mentioning that the Original Nintendo could display 52 colors, like it said, but each sprite could only have 4 colors, one of which was usually transparent. In order to get more color depth out of, say, the player&#039;s character, developers had to overlay two sprites on top of each other, netting them upwards of six colors!

Later consoles, I remember the GBA specifically, could do about 16 or 32 colors per palette, and a sprite can only have one palette at a time. This is where the term &quot;palette swapped&quot; comes from - the game saved on graphic memory by using the same enemy sprite but with a different palette (or color scheme) applied (palettes were memory cheap, but whole new sprites are expensive). Things which were hurt could have the palette swapped between a normal and a negative to create the blinking hurt effect.

Many early consoles had crippling limitations such as this. It&#039;s amazing developers still developed such awesome games despite these.]]></description>
		<content:encoded><![CDATA[<p>I think it&#8217;s worth mentioning that the Original Nintendo could display 52 colors, like it said, but each sprite could only have 4 colors, one of which was usually transparent. In order to get more color depth out of, say, the player&#8217;s character, developers had to overlay two sprites on top of each other, netting them upwards of six colors!</p>
<p>Later consoles, I remember the GBA specifically, could do about 16 or 32 colors per palette, and a sprite can only have one palette at a time. This is where the term &#8220;palette swapped&#8221; comes from &#8211; the game saved on graphic memory by using the same enemy sprite but with a different palette (or color scheme) applied (palettes were memory cheap, but whole new sprites are expensive). Things which were hurt could have the palette swapped between a normal and a negative to create the blinking hurt effect.</p>
<p>Many early consoles had crippling limitations such as this. It&#8217;s amazing developers still developed such awesome games despite these.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic page generated in 0.538 seconds. -->
<!-- Cached page generated by WP-Super-Cache on 2013-05-22 23:20:25 -->
