Standard EGA didn't support the extended palette for 200 line modes, because it would break backwards compatibility with CGA monitors. Some EGA monitors had a switch to enable it, but software support was very limited.
I think you're technically correct, but that's not how these games used those graphics modes.
A game with "CGA graphics", used the 320x200 mode, which had one of two fixed four-colour palettes, red/green/yellow/black or cyan/magenta/white/black. It was godawful.
A game with "EGA graphics" used the 320x200 mode, and the 16 colour fixed palette. This mode overlapped perfectly with graphics modes on the Atari ST and the Amiga 500, which allowed game developers to make games that looked exactly the same on all three.
So all the classic LucasArts games, from Maniac Mansion to Monkey Island simply ran on a port of SCUMM on each platform, and re-used the graphics assets straight up.
Sierra did the exact same thing in this era, they had their own game engine, and games like Police Quest II, Quest for Glory and King's Quest IV looked exactly the same on all three platforms.
"It's supposed to smell like a Wallmart electric force field generation unit, but we could only do 16 different odors in EGA, so it smells a lot like the time pod."
Standard EGA didn't support the extended palette for 200 line modes, because it would break backwards compatibility with CGA monitors. Some EGA monitors had a switch to enable it, but software support was very limited.
EGA could show only 16 colors on screen at once; CGA, 4.
VGA was capable of 256 colors in 320 x 200 mode, as well as in the undocumented 320x240 "X mode", the latter had the perfect square pixels.
CGA can show up to 16 at once, depending on the mode.
I was referring to the default EGA pallet which is what games used back then.
Yes, that would be the CGA palette. It's also the default in EGA and VGA (the first 16 colors).
I think you're technically correct, but that's not how these games used those graphics modes.
A game with "CGA graphics", used the 320x200 mode, which had one of two fixed four-colour palettes, red/green/yellow/black or cyan/magenta/white/black. It was godawful.
A game with "EGA graphics" used the 320x200 mode, and the 16 colour fixed palette. This mode overlapped perfectly with graphics modes on the Atari ST and the Amiga 500, which allowed game developers to make games that looked exactly the same on all three.
So all the classic LucasArts games, from Maniac Mansion to Monkey Island simply ran on a port of SCUMM on each platform, and re-used the graphics assets straight up.
Sierra did the exact same thing in this era, they had their own game engine, and games like Police Quest II, Quest for Glory and King's Quest IV looked exactly the same on all three platforms.
"It's supposed to smell like a Wallmart electric force field generation unit, but we could only do 16 different odors in EGA, so it smells a lot like the time pod."