J'ai beau relire, non je comprends pas cette affaire de compression:
"Anyone who UNDERSTOOD how techno-things worked back when I was first hired by Lucasfilm Games, would have KNOWN that 'dither did not compress' and thus known better than to try making EGA art look like VGA art by dithering those 16 awful EGA colors into 'more useful and pleasing' combinations. But, being a techno-moron, I had no idea that I shouldn't try that until a bunch of coders charged into my office wailing like banshees after I tried using dither on backgrounds for Zak McKracken and the Alien Mindbenders. Anyway, those programmers set me straight in a hurry, and I finished Zak M using only solid EGA colors
But a few months later, they figured out how to compress dither at Lucasfilm, and we started working on Loom - with backgrounds using extensive EGA dither. That game won a lot of graphics awards that year, as I recall."
Ce que je lis c'est que le dithering ne se compressait (?) pas à l'époque de Zak McKracken, et que donc les codeurs lui dirent de ne pas le faire, de ne peindre que des couleurs solides. Mais plus tard, à l'époque de Loom, la compression du dithering (?) devint possible... Donc ce n'est pas une affaire de type de dithering mais plutot de prise en charge technique du dithering... Et ça ne fait pas tilt pour moi..