Zx spectrum doom emulator mac
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Doom adds progressively red tints as you get hurt but I'm currently just mapping more of the colours to red as that's what the EGA palette mod does. One thing I haven't put in yet but definitely should is proper support for multiple palettes. Agree about the issues with using a dynamic palette - I'm not really sure if it's going to be worth it and you definitely wouldn't want dramatic colour changes from frame to frame. I'll have a go with your palette and see what it looks like. I did originally try to optimise the palette (by using GIMP to find finding the best 16 colours to fit Doom's standard 256 colours) but this all got sidelined by the wall texture bug and so I haven't tried it again since. Trying other 16 colour palettes should be very simple as the NuLA palette is generated from the PLAYPAL lump in the wad. Then maybe some ordered dither would bridge some colour gaps - although mode2 pixels are quite big, so it might be too distracting. A general doom palette might work well with say 6 greys (black-white), 2 shades red, 2 shades blue, 2 shades green, 2 shades yellow, 2 shades brown. Perhaps a custom fixed palette could be another compromise approach. Perhaps some sort of interpolation could smooth any artefacts over time? Maybe even only allow a few dynamic colours in the palette of 16. Your dynamic palette idea sounds like an interesting challenge! It's quite a colourful game unfortunately (and colours in use vary depending on level locations) so 16-colours is a pretty tricky constraint.Īs has already been mentioned, there's a few well known ways to get fast best fit palettes, but I'd be curious if they'd be performant enough for real time use? I'd also imagine dynamic palettes would need some tricks to stop colours 'popping' in and out per frame.