Oh, zero offence taken, I deeply appreciate this kind of feedback.
My pleasure; I wrote it to further our collective understanding of these topics.
The PDF Bitmap Books send is handled by them and is indeed RGB -> CMYK -> RGB, so the colors get a bit muted. Here's the free PDF versus the Bitmap Books one:
Yeah, that roundtrip will inevitably result in the restriction of the raw RGB colours to a much narrower gamut. You'll get desaturated colours with weird gamma, at best. In the ideal scenario, you want to avoid that roundtrip at all costs. I'm quite sure the printed book will look fine, though—they're no amateurs, after all.
While I cannot fix the printed book or their PDF, I can now resume updating the free PDF on my website and fix these things.
Great, keep it pure RGB and just update the text or something, that would be the best.
There's no integer option in InDesign, but I found a guide on how handle that:
https://creativepro.com/export-selection-precise-size/
Not quite sure how that's relevant here? If you're referring to the Apple screenshots, if are able to take captures from the emulator using square pixels, you can do your usual 5x horizontal & 6x vertical integer upscaling trick, then let InDesign scale it down to whatever size. That will yield sharp, even pixels. Just scale up 320x200 content to 1600x1200 using no interpolation, then let InDesign do the rest.
For the Amiga thing, I only used Amiga screenshots for 12 games: Bloodwych, B.A.T., The Immortal, Elvira, Fate: Gates of Dawn, Legend / Four Crystals of Trazere, Ishar, Black Crypt, Amberstar, Ambermoon, Perihelion and Hired Guns. Your guide is excellent and very detailed, but considering that Ishar is European but should be stretched, and that circles aren't a 100% surefire way to decide, is there a database or something to check? Besides the ones you mentioned, I think only B.A.T. and Legend are wrong, but I wanted to be sure.
There's no such list—you need to investigate each game individually, look at the publisher first, then look at some images, especially human figures, and use your best judgement. Here's my take.
The easy ones (I'm 99% sure about these):
- Bloodwych – UK made PAL game, square pixels
- B.A.T. – Ubi Soft (France), PAL, square pixels
- Fate: Gates of Dawn – reLine (Germany), PAL, square pixels
- Legend – Mindscape (UK), PAL, square pixels
- Black Crypt – Raven Software (USA) -> NTSC, 20% stretch
- Hired Guns – DMA Design (UK), PAL, square pixels
- The Immortal – Will Harvey (US) did the original for the Apple IIgs, so most likely the Amiga port is for NTSC -> needs the 20% stretch
Slightly trickier ones (debatable and/or subjective, but I'm leaning towards square pixels):
- Ishar – Silmarils (France). Human figures and faces actually look correct with square pixels. I think the fact that the interface ovals look like circles with 20% stretch is more of a coincidence... or actually a trap
I'd vote for square pixels. But I'm not 100% sure, actually...
- Elvira – Horror Soft (UK). This is an interesting one. I *think* (but have no proof) that they were very much anticipating the DOS & NTSC Amiga releases, so the artist kinda picked an in-between spot between 1:1 and 1:1.2 pixel aspect ratio and drew the human figures so they look OK on both PAL and NTSC. But the interface clearly assumes square pixels, so I have a slight bias towards square pixels, as it's really a game that originally comes from the Amiga.
One more observation: there are not enough C64 screenshots (e.g. I'd include C64 screenshots of Neuromancer and Wasteland). But C64 graphics with raw pixels looks pretty average; ideally, you'd run them through some CRT emulator like this:
https://www.colodore.com/