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The PlayStation is also capable of handling data in 24-bit color (BPP = <b>11</b>), in which case the color samples are stored as 3-byte groups. In the event that an image's width is an uneven number of pixels, the last byte is left as padding; the first pixel of a new row is always stored at the corresponding first pixel of the frame buffer row. The color samples are stored in the following order:
<br/><center>[[Image:PSX_color_formats_16PSX_color_formats_24.png]]</center><br/>
Apart from the two "real" color modes, the PlayStation frequently utilizes color indexed images via CLUTs (color lookup tables). Whenever an image with color index data is drawn to the screen, a reference to a CLUT is included and the color indices get replaced with the corresponding value in the table. For 8-bit indexed colors (BPP = <b>01</b>), the image pixels are stored two by two in each 16-bit value as follows: