Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!brutus.cs.uiuc.edu!husc6!m2c!wpi!dseah From: dseah@wpi.wpi.edu (David I Seah) Newsgroups: comp.sys.apple Subject: Re: Roses are red .... Keywords: color graphics GS Message-ID: <3927@wpi.wpi.edu> Date: 10 Sep 89 21:40:05 GMT References: <229@fawlty.towers.oz> Reply-To: dseah@wpi.wpi.edu (David I Seah) Organization: Worcester Polytechnic Institute, Worcester, MA. USA Lines: 40 In article <229@fawlty.towers.oz> johnmac@fawlty.towers.oz (John MacLean) writes: >Are there any developers out there interested in how to implement a full >4096 color paint program for the GS? > >Are there any progs that currently have this feature? Is this possible without color placement restrictions? There are a number of graphics programs and demos which get by the 16 color barrier by playing with the Scanline Control Bytes. For Paint programs, there is Paint256 1.4 and Bud Gehr's CheapPaint 1.4. These are 256 color paint programs which allow you to work on screen format $C1 graphic files. They support 16 separate palletes and allow you to assign them to particular scan lines. CheapPaint 1.4 is still shareware (US$10), while Paint256 is offered on a kind of trial basis without documentation (~US$50). Jason Harper of SHRConvert fame wrote FillMaze, which uses fill mode and multiple palettes to make a really nifty 3-D maze demo. Really stunning! John Brooks, author of many nicely done games, did a 3200 color picture viewer. Many of the pictures were converted from Amiga Hold and Modify picture, which are capable of displaying 4096 colors with some color placement restrictions. I think he changed the palettes on the fly without using the scanline interrupts...the AppleLink Art & Graphics Forum Leader, Scott Gentry, knows for sure. Many of these picture exhibit color artifacts, but some of them (like the VGA Eagle) came out rather well. I haven't seen the conversion routines themselves around. >The implementation is fairly simple and could be added to existing progs >with little processing overhead and 32K - 128K of translation tables ... > >Anyone from DPaint II or GS Paint interested in details of how to do ... Although I'm not with those guys, I'd like to hear how you would do it! Make those Amiga and VGA dudes sweat a little :-) Dave Seah | ** Twinkie & Banana Club - MA ** | Internet: dseah@wpi.wpi.edu | "Manco Duck is a registered | AlinkPE: AFC DaveS | trademark of Manco, Inc" | Bitnet: dseah@wpi.bitnet