Image

An image is a full-screen bitmap. The machines vary in resolution, in the colours they show, and in how colour is applied to the pixels. Each machine name links to its image page. The image editor now exists, and paints a full-colour bitmap at the size the platform sets.

Editors

The image editor holds a full-colour bitmap over a tiled pixel grid, with layers and no animation frames. Each platform supplies the picker palette and the fixed screen sizes. Each platform name links to its live editor.

The colour model splits two ways. Direct-colour editors, Freeform, VGA, Amiga and BBC, hold a packed colour for every pixel. Attribute editors, Spectrum, C64 hires and Oric, hold a one bit ink or paper mask over an ink and paper colour grid at attribute cell resolution: on the Spectrum and the C64 hires each 8×8 cell carries its own ink and paper, so painting two colours into one cell clashes; on the Oric the attribute is inline, set by a control that takes a 6×1 cell and holds along the row until the next one. The attribute editor is Sprites.Media.Image.Cells.

PlatformPalette sizeScreen sizes / modesDefault sizeColour model
FreeformFull RGBAAny, 1–4096256×256Direct, per pixel
VGA256320×200, 640×480320×200Direct, per pixel
Amiga32320×256, 640×256320×256Direct, per pixel
Spectrum15256×192256×192Attribute, per 8×8 cell
BBC16320×256, 160×256320×256Direct, per pixel
C6416320×200, 160×200320×200Attribute, per 8×8 cell
Oric8240×200240×200Attribute, inline 6×1

The image editor is Sprites.Media.Image.

Machines

MachineResolutionColoursColour model
ZX Spectrum256×19215, two a cellPer 8×8 attribute cell
Commodore 64320×20016, two a cellPer 8×8 cell
NES256×24064, four a blockPer 2×2 tile block
SNES256×224Up to 256Per tile and layer
Game Boy160×1444 shadesPalette mapped per pixel
Amiga320×256Up to 4096Per pixel, bitplanes
BBC640×256, MODE 0Up to 16Per byte, interleaved
Oric240×2008Serial attributes, inline
PC320×200, CGAUp to 256Varies by mode
VGA320×200256Per pixel, indexed