Panajev2001a
Veteran
- 24bit Full Color: RGBA"
This was from the "Specs" available on the net...
Uhm... I "think" know what they are doing... pretty clever, considering this is a handheld... I suspect they will have single cycle multi-texturing to reduce low precision artifacts related to the dithering you would have to do with lots of multiple rendering passes while multi-texturing.
Still it is more than possible that on chip they can do 32 bits RGBA color calculations and that would be dithered to 24 bits RGBA when rendering to the back buffer.
Their pixel format seems to be this:
8 bits for the alpha channel ( finally... you do not know the liberation that using polygons with texture mapped sprites on them [doing 2D with 3D technology] will be for some coders... no more limits on blending... sprites being easily alpha blended with each other [GBA does not do Hardware blending between sprites... the Saturn did not do it either and that is why you had lakc of real transparencies in most aturn games] ).
5 bits for Red
5 bits for Green
5 bits for Blue
Yes, it adds up to 15 bits for color, they just would not use the 16th bit ( bit #15 ) like the GBA does... but in addition to the 15 bits RGB mode the GBA uses ( not for sprites, those are 8 bits palletized ones, but for Bitmapped Backgrounds ) we have 8 bits for an alpha channel
YEAH
I mean.. ahem...