[Coco] The myth of the Coco3 256 color mode :)
Stephen H. Fischer
SFischer1 at Mindspring.com
Tue Apr 16 20:38:10 EDT 2013
Hi,
Not only was it too long, I kept looking for some sign that it was 256
colors and perhaps missed it. I watched the start and the end.
The static 64 color demo did show that ~ 64 colors were used, all 64 on the
screen at once.
The demo could actually be using only 64 colors, but I think not as the 64
color mode only allows 16 colors per line.
Some of the pictures appear to be using much less than 256 colors.
> I also included one picture that was not a photo but a computer generated
> graphic.
Time code for that please.
> I was able to use a video capture card on a PC to make a video of a
> slideshow I cooked up using the method Robert Gault is referring to.
How much of the poor quality is due to that.
I actually looked at it with no glasses, $4,400 well spent.
Somewhere on http://www.tandycoco.com/forum/index.php
there is a 256 color display suggesting what a FPGA could do, but I cannot
find it.
(Not actual screen capture.)
SHF
----- Original Message -----
From: "Joel Ewy" <jcewy at swbell.net>
To: <coco at maltedmedia.com>
Sent: Tuesday, April 16, 2013 5:02 PM
Subject: Re: [Coco] The myth of the Coco3 256 color mode :)
> On 04/16/2013 04:49 PM, Stephen H. Fischer wrote:
>>
>> ----- Original Message ----- From: "Joel Ewy" <jcewy at swbell.net>
>> To: "CoCoList for Color Computer Enthusiasts" <coco at maltedmedia.com>
>> Sent: Tuesday, April 16, 2013 8:56 AM
>> Subject: Re: [Coco] The myth of the Coco3 256 color mode :)
>>
>>
>> Though the
>>>> conversion process resulted in pretty crummy video, the color
>>>> artifacting worked like a charm, and the colors come out looking pretty
>>>> much the same as they do on a monitor:
>>>> http://www.youtube.com/watch?v=hjcUdoW0rrg
>>>>
>>> FWIW, I think the above URL might be an abridged version of the
>>> slideshow. Not sure what that's about. The whole thing seems to be
>>> here:
>>> http://www.youtube.com/watch?feature=player_detailpage&v=hjcUdoW0rrg
>>>
>>> JCE
>>
>> If it has been shortened, thanks.
>>
>> It was like watching a friends vacation slides without your glasses and
>> wanting to go home.
>>
>> SHF
>>
>
> Sorry if you found the subject matter boring and the resolution low,
> Stephen. I chose photos that were Creative Commons licensed, so I could
> legally include them in a derivative work, and that would demonstrate what
> digital photos would look like using this method of display. I tried to
> pick a variety of subjects. I wanted to show people, both close up and at
> a little distance. I wanted to show things that one might see in an
> adventure game. I also included one picture that was not a photo but a
> computer generated graphic.
>
> Personally, watching the slideshow again, I am surprised at how good the
> images look, aside from the messiness of the video capture. Use 'view' in
> NitrOS-9 to display a 256 color .gif and tell me how you think it looks
> compared to the images I put in that slideshow. Remember, this is an
> unmodified CoCo 3, and this uses no palette switching or screen flipping,
> so it can be used in games, or anywhere else you can display a 640x200x4
> image, as long as you have a composite monitor or TV. The effective
> resolution is low: 160x200. But the added colors can make it well worth
> the trade-off for some purposes. If you want to see the best quality
> representation of a digital photo the CoCo 3 can produce, try Sockmaster's
> Hi-color program. It's fantastic, though it still does have a little
> glitchiness when the palette registers are updated, and some flicker,
> though much less than most. The problem is, that doesn't work in OS-9,
> and it doesn't work as a slideshow, and it can't easily be used inside
> other programs.
>
> One thing I've been playing with is the possibility of making a hybrid
> image that superimposes high detail areas as a 4 gray 640x200 image on top
> of the 160x200 artifact color image. I remember from CoCo Max that while
> you might get some unwanted artifacts (color error), you could still put a
> lot of detail in a 256x192 image by treating it as a full-resolution B/W
> bitmap, but use the red/blue artifacts to add color in larger areas. From
> what I understand, the human eye is more sensitive to shades of gray than
> color, so rendering areas of detail in gray should make for a more
> recognizable image, even if there are some unwanted color artifacts. My
> initial experiments are promising, but I don't have anything to show quite
> yet.
>
> JCE
>
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