![]() Oooh, I love me a Metal Slug thread! Lots of great behind-the-scenes stuff here I hadn't seen before.Īs for the OP's question, I'm sure they had a graphic editing program that allowed them to flip between frames or layers. The most dominant type of compression used in genesis titles, LZSS compression, compresses 50% better with packed pixel formats. The advantage of a packed pixel format is that it lends itself to compression better, which makes sense on a console like the genesis which had a fast processor and could handle graphics decompression during runtime. You want 32 colors in packed pixel? You HAVE to store it as 8 bits, with 3 bits wasted per pixel. To put it another way - you want 32 colors? In Planar format, that's 5 planes, with each pixel being 5 bits. Packed pixel formats must conform to the size of a byte. In other words, planar graphics expand by a power of 2. ![]() What this means is if you want an arbitrary color depth, say 5-bit color, then 1 pixel is only represented by 5 bits, there are no wasted bits. Planar graphics are stored 8 pixels at a time, across n number of planes, where n is the bit depth. A tile itself is, for the contexts of these systems, 64 pixels, drawn in an 8x8 grid. ![]() When we are talking about pixel formats like planar (NES, SNES, SMS, Game Gear) or Packed Pixel (Genesis), we're talking about the way pixel data is arranged.
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