I’m Vacek, lurking in the MZX community since 2003 and this being my first ever actual release. :-)
I don’t know whether this would be of any use but as a technical first, it could be an interesting piece of MZX history. :-)
640x350 Hi-Res Graphics Demo
This is the first (AFAIK) 640x350x16 color hi-res bitmap display routine for MZX.
It actually uses 112 screen-sized transparent unbound sprites, filled up with differently colored versions of a char with only the top left pixel set, each layer displaced throughout the 8x14 pixels of a character cell. It is very, I mean VERY slow, but at least it looks nice. It uses a rather simple packed-pixel, memory-reordered 4bpp format I’ve named .UBS (short for unbound sprite). I’ve attached 10 .UBS files, plus a copy of title screen (the world uses a hard-coded copy of exactly the same picture) to test the graphical fidelity. I kept the MZX palette except for color 6 which I changed from the ugly brown to a more usable bright orange (RGB 63-42-00) and optimized all pictures to this palette.
I may release a .BMP to .UBS converter if anyone is interested.
https://www.digitalm...how.php?id=2711
