Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!apple!well!tm From: tm@well.sf.ca.us (Toshi Morita) Newsgroups: comp.sys.apple2 Subject: Re: 320X200X256 graphics (was: Ultima 6) Message-ID: <25194@well.sf.ca.us> Date: 3 Jun 91 06:19:40 GMT References: <1991Jun1.083051.24202@clark.edu> Organization: Whole Earth 'Lectronic Link, Sausalito, CA Lines: 31 geniusman@pro-hindugods.cts.com (Chris Moylan) writes: >I agree wholeheartedly with Jimmy's sarcastic comments. It is EXTREMELY >easy to port IBM 320x200x256 graphics into GS format and they would look >exactly the same, or better because the IBM only has 256 colors in it's >palette in that mode (I think). Anyway, 3200 color GS games could also be >created, but no software developers want to deal with GS specific >graphic systems. Maybe they should comission someone who cares about the >GS to make a game GS specific, but that might cost money, so it may never >happen. I beg to differ on a few points. 1) 320x200x256 graphics (MCGA) uses 15 bits for RGB. There are 256 colors displayable simultaneously from a palette of 32768 available colors. 2) 3200 color GS game? I don't think there would be enough cycles left to run a game on par with "Wing Commander" or "Battle of Britain". Maybe "Little Brickout". :) 3) Most IBM games (maybe more than half) are written in C. How many good C compilers are available for the Apple //gs? tm@well.sf.ca.us