Re:Secret colours of the Commodore 64
by vanderZwan on Thursday March 23, 2017 @10:45AM
(#13940144)
Ah, so a trade-off as always.
I wonder if the demoscene has some nice examples where they are more perfectionist about this.
Also, having two separate ditherings of each sprite would use twice the memory per sprite, and that dragon looks to be composed of multiple sprites and possibly multiple frames of animation per sprite. Most games were memory limited, which means the devs had to make several compromises just to get the game to fit at all.