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/vr/ - Retro Games

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>> No.3975774 [View]
File: 42 KB, 750x578, ProtoCastle.png [View same] [iqdb] [saucenao] [google]
3975774

>>3975763
I think they just thought "let's limit ourselves to 12 colours + black to make it LOOK like NES".

Pic related to illustrate my words, Protoman Castle in MM5, which is late NES when they knew what they were doing. Check the palettes at the top in the middle, you see how "technically
speaking" you have 12 colours + black, but in reality, to make smooth connections, you have to make some of the same colours appear in several palettes, thus reducing the actual number of useable colours.

Check the TSA I have highlited in the TSA table, and the one just below, to see the kind of comprises they have to make due to being limited to one palette per 16*16 block. Those circular things below the antenna should be red, as depicted just next to it, but they couldn't do that without sacrificing some of the details. Check the "big tube" above Protoman's helmet, on the top left, same thing with its red shading that shouldn't be red.

And finally check the tile table, which is something we haven't brought up yet. It is FULL, I don't see a SINGLE free tile, and yet the picture is much smaller than this >>3973571
Yes, it's more detailed as well, but much smaller too. Another reason why that pic wouldn't be possible on NES, and I very much doubt they actually counted the number of different tiles they used just to respect some limit they didn't have to respect and which wasn't essential in making the game "look like NES".

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