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In normal screen buffer terms, If each pixel could be one of 15 colours, each pixel would need 4 bits to describe its colour. Red with Brightness bit set to 1 would have an RGB value of 255,0,0 whereas Red with Brightness bit set to 0 would have an RGB value of 215,0,0. It achieved this by having a standard 8 colour pallette: Black, White, Red, Yellow, Green, Blue, Cyan and Magenta, and then having a brightnesses bit that allowed each of the colours to be displayed at two different brightness settings, with the exception of the previously mentioned Black colour. It could display 16 colours (well 15 really as two of the colours are Black). It has a single screen mode with a resolution of 256 x 192. The ZX spectrum is pretty nifty when it comes to storing 16 colour graphics in a small amount of memory.
#Sinclair zx spectrum graphics funny tv
With this done, I decided to add an extra mode Screen Buffer Interpreter or TV Screen mode A mode that would read the Screen Buffer part of the memory, and interpret it into what would actually be displayed on the TV / Monitor screen. The Viewer - Taking a Look at UPTG's "Underwurlde" Bitmaps. When you found some interesting ones, you could snap them or if you wanted to, edit the bits to create custom game files.
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The bits could be stepped through bit by bit or in larger steps and the display flipped upside down if required and if the bitmaps were upside down. The idea of this was to arrange the bits in a ZX Spectrum ".sna", ".tzx", ".z80" or ".tap" file into columns of 8, 16, 24 or 32 bits wide in order to be able to view the game bitmaps. As a small lunchtime coding project, I decided to write a ZX Spectrum bitmap viewer.