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Reged: 10/29/03
Posts: 954
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Re: 32-bit color
04/11/17 03:37 AM

> > > MAME will output video in whatever your video card is set to. Most computers
> > nowadays
> > > run on 32-bit color by default, only older systems still run on 256 color /
> 16-bit
> > > color.
> >
> > That's not really true - MAME will pretty much always pump out 24-bit (8-bit per
> > channel) texture data, which may get downsampled if you're running in a lower depth
> > video mode. Older versions of MAME could output lower depth, or even 8-bit indexed
> > (256 colours), but that hasn't been supported in a long time.
> Windows has always called it 32-bit mode, as opposed to 24-bit mode which was slow
> and generally not widely supported (presumably due to alignment or something)
> being a pedantic asshole about it doesn't make the project look friendly.
> as for what the original poster was asking, MAME only really works properly with
> those modes these days, things like the 8-bit palletized modes were removed a long
> time ago, chances are if you're running a modern version on a modern OS it is running
> in '32-bit colour' mode already.

The horrors of Intel's i810 chipset. 24-bit was the max setting in GDI/DirectDraw, 16-bit only in OpenGL/D3D. Cue random emulator crashing on load when it couldn't set either 32-bit or 16-bit mode because the user had a 24-bit desktop instead! To make it even worse, in Intel's infinite wisdom, every computer which had the 82810 only came with PCI slots - board manufacturers had to specify the 82815 chipset to get an AGP slot. The i815 onboard video was exactly the same as the i810 however.

The S3 ViRGE and a few other 90s PCI cards also maxed out at 24-bit on the desktop (the older Trio series had 32-bit output despite the ViRGE being based on the same design, go figure - of course I wouldn't put it past Microsoft to simply have a shit driver in those days, as I distinctly remember GTA1 having 32-bit depth support in pure DOS but only 24-bit in Windows on the same computer) but as with the Intel chipset they would probably only do 16-bit in accelerated modes. Or in the S3 ViRGE's case, "decelerated" mode, as apparently rendering in GDI was faster than rendering in DirectDraw, and D3D/OpenGL larger than 320x240 was out of the question!

Entire thread
Subject Posted by Posted on
* 32-bit color Mariosgeorgiou 04/09/17 10:37 PM
. * Re: 32-bit color Kitsune Sniper  04/10/17 05:29 AM
. * Re: 32-bit color Vas Crabb  04/10/17 09:20 AM
. * Re: 32-bit color Haze  04/10/17 09:44 AM
. * Re: 32-bit color Heihachi_73  04/11/17 03:37 AM
. * Re: 32-bit color R. Belmont  04/10/17 04:53 PM
. * Re: 32-bit color Vas Crabb  04/10/17 01:28 AM
. * Re: 32-bit color CTOJAH  04/10/17 02:33 AM
. * Re: 32-bit color Vas Crabb  04/10/17 09:16 AM
. * Re: 32-bit color RdW  04/10/17 03:08 PM
. * Re: 32-bit color Vas Crabb  04/11/17 03:53 AM

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