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  1. SWIFT (8,800 bytes)
    4: [[Image:Swift-v4.2_ScreenShotThumb.png]]
    115: *:Changing "General Settings" - text editor colours and fonts
  2. XTHOPAC STUARC (3,360 bytes)
    17: * up to 259 different colours on screen (as I use the 3 colour cursor hardware ...
  3. BBC Micro Image Converter (25,331 bytes)
    27: [[Image:ImportTTX.png]]
    30: ...rsion of BBC Micro Mode 7 screens to BMP, JPG and PNG images.<br>
    34: [[Image:Bbcimagecon020.png]]
    41: [[Image:Bbcimagecon0772.png]]
    59: [[Image:Tmnt.png]] [[Image:Seven.png]]<br>
  4. The Search For The Lost Football (7,684 bytes)
    37: [[Image:Football_screenshot1.png]]
    41: [[Image:Football_screenshot2.png]]
    88: Changes made to cater for the new customised colours created using the colour editor utility. Coloured...
  5. Swift previous versions (13,559 bytes)
    321: * Default editor colours changed for colours that show up well on a colour printer
    345: ** The colours and styles of the following elements can be set:
  6. Sparse Invaders (13,885 bytes)
    3: [[Image:SparseInvaders-WIPcover.png|right|375px|'''Sparse Invaders WIP cover by DaveM...
    161: * Mother ship now has two frames, and some naff colours, sorry!
  7. Saga20110122 (2,212 bytes)
    14: ...reen and render non-background and non-foreground colours as patterns
  8. OnslaughtDiary20101031 (7,658 bytes)
    36: ...e to the status area, ''and'' it can have its own colours. What's not to like!
    42: ...a, and single-buffered status area with different colours]]
    46: ...nsible for managing the top screen dimensions and colours.
  9. BeebSpriter (9,186 bytes)
    26: [[Image:NewSprite.png|frame|right]]
    33: The available colours are on the left. The grey colour is transparent ...
    58: [[Image:ExportOptions.png|frame|right]]
  10. Adventurescape V (10,410 bytes)
    112: ...ow. Not sure if it still looks the same, the text colours etc, as I've not really been checking that. I've ...
  11. Saga20110215 (4,329 bytes)
    2: [[Image:tgb-screen-multiple.png|right]]As I've done a beta release of a pure text...
    7: *Oric (only two colours are used for graphics)
    9: ...n many Spectrum games), for this reason only four colours are actually used in the graphics - so that this ...
    11: ...ave to wait until I see a fill and then define my colours appropriately, this may mean that the screen can ...
    15: ...s to use the graphic data from the Oric (only two colours) and use mode 4 (or mode 0).
  12. Saga20110220 (2,790 bytes)
    3: [[Image:sagagraphics.png|right]]
    4: ...black and white respectively. This means that the colours of the rest of the screen don't change randomly.
    12: ... be performed on a screen of 255x191 pixels, with colours matching the ZX Spectrum palette. The instruction...
  13. OnslaughtDiary20110527 (3,112 bytes)
    2: [[Image:blurptitlepage.png|frame|right|The title page with obligatory firewo...
    3: [[Image:blurp_ingame.png|frame|right|More recent in-game shot...]]
    28: ...ully at that screen row, you'll see it contains 5 colours simultaneously (black, cyan, green, magenta and r...
  14. GalaforceAtomDevDiary (17,239 bytes)
    48: ...ssible but then you also have to reduce the nr of colours from 8 to 4.<br>
    50: <i>Colours:</i><br>
    51: ...d 4 colours in MODe5 while the Atom can display 4 colours in CLEAR4a.<br>
    54: [[Image:colours.PNG]]
    57: ...ll coloured games on an Atom always have the same colours<br>
  15. JungleJourneyBBCMicroElectronDiary (31,213 bytes)
    16: |[[Image:Map10-small.png|A generated maze for a dungeon exploration game, ...
    17: |[[Image:Level-96.png|A generated level for Jungle Journey, Posted: 18:...
    24: ==== Rooms, sprites and colours (2011-09-02 continued) ====
    35: ...se. To make the game appear to use more than four colours, I decided to change the palette in each room for...
    51: [[Image:Boomerang.png|Jungle Journey: using the boomerang round a corne...
  16. Events/VideolympicsHBGW2012 (6,211 bytes)
    38: * Standard Atom colours with SCART output
    113: |[[Image:AW1.PNG|thumb|none]]
    114: |[[Image:AW2.PNG|thumb|none]]
    115: |[[Image:AW3.PNG|thumb|none]]
  17. NyanSIDBBCMicroDevDiary (28,092 bytes)
    10: <center>[[Image:Nyan_bbc.png|320px]]</center>
    89: <center>[[Image:Pc_nyan.png]]</center>
    128: <center>[[Image:Sid_dialog.png|500px]]</center>
    143: <center>[[Image:Nyan_2012_02_19.png]]</center>
    149: <center>[[Image:Nyan_2012_02_20.png|320px]]</center>
  18. JSnakeDevDiary180212 (9,304 bytes)
    20: [[Image:Colours.PNG]]
    42: [[Image:Mode2_screen_address_layout_8pixels.png]]
    53: [[Image:Greenline.png]]
  19. JSnakeDevDiary280412 (5,948 bytes)
    55: ...to tackle. I'm using EOR (exclusive or) of pixel colours for collision detection. Very primitive. The food...
  20. Castle Raider/DevelopmentDiary/Part3 (23,767 bytes)
    41: |[[Image:2014-03-16-characters.png|The character selection screen.]]
    51: |[[Image:2014-03-16-monsters.png|Dodging monsters in a tricky descent.]]
    65: |[[Image:2014-03-18-lives.png|The panel now shows the number of lives left.]]
    101: |[[Image:2014-04-05-title.png|The in-game title screen.]]
    141: ...portals to give parts of the main level different colours, but that can possibly be fixed later. It might a...
  21. Castle Raider/DevelopmentDiary/Part2 (24,684 bytes)
    22: |[[Image:2013-04-14-misdraw1.png|Correctly drawn bank 1 screen.]]
    23: |[[Image:2013-04-14-misdraw2.png|Incorrectly drawn bank 2 screen.]]
    50: |[[Image:2013-04-15-alt-character.png|Another character out for a test run.]]
    76: |[[Image:Panel-2013-04-23.png|An updated panel design.]]
    108: |[[Image:2013-05-13-map-update2.png|Part of the updated map.]]

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