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| | #102 |
| Join Date: Apr 2006 Location: In my pants Gender: Posts: 4,536 Thanks: 2,469 Thanked 746 Times in 413 Posts | at this topic. |
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| | #103 | |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 27,481 Thanks: 1,974 Thanked 5,121 Times in 2,320 Posts | Quote:
![]() ![]() ![]() There were ways around that. Nintendo being lazy isn't a decent defense - they obviously didn't care to make the spots red. Don't try to test me on the limitations of the NES, I'm very aware of them and this is a non-issue. Specifically, sprite data on the NES is broken into fragments to save ROM space, since there was very little to work with. Those fragments are recompiled by the program. If the programmers had wanted to, they could have written the game to display the head using a separate palette from the 3 colors present. This could've easily been done by making use of the same palette available to the Shy Guys and similar enemies with no tradeoff in performance or available sprite palettes. One of the games pictured above, Bionic Commando, made use of that same technique the same year of release. Another one, Punch Out!, was released the year before SMB2, by Nintendo themselves. The technique is not dependent on any manner of extra hardware or unusual programming logic, it simply takes advantage of the graphic information being fragmented in a logical way. Last edited by the Octopus; 11-21-2009 at 04:42 AM. | |
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| | #104 |
| Junior Member Join Date: Mar 2009 Gender: Posts: 431 Thanks: 4 Thanked 20 Times in 15 Posts | I may be wrong, but in most NES games where there was black, at least early on, wasn't black either rendered only in small games with only a few frames (like Punch-Out) or was just an absence of color altogether, basically clear to the generic black screen all the pixels were put on? Since SMB was already preveiously rendered without black when it was that Arabian game, it would be much too hard to render a while new color just for the character designs, and probabaly making them translucent woudn't work because there would be holes in Mario's face, so they rendered it to the next closest color, blue. Although I could very well be wrong. |
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| | #105 |
| Senior Member Join Date: Oct 2003 Location: lo-ca-tion; Noun- 1. a place or situation occupied: That house is in a fine location Gender: Posts: 9,766 Thanks: 706 Thanked 946 Times in 619 Posts | toad owns, **** the haters |
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| The Following 2 Users Say Thank You to heh For This Useful Post: | Luigiman7 (11-22-2009), Saria Dragon of the Rain Wilds (11-22-2009) |
| | #106 | |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 27,481 Thanks: 1,974 Thanked 5,121 Times in 2,320 Posts | Quote:
To use the black color, they simply had to use the hex address for the palette's black color rather than whatever other color they might've used. Anyway, we're talking about the red, not black, although there's really no difference. I could very easily do a minor romhack, myself, to change Toad's color scheme, although it would honestly be a waste of time. | |
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| | #107 |
| Senior Member Join Date: Oct 2003 Location: lo-ca-tion; Noun- 1. a place or situation occupied: That house is in a fine location Gender: Posts: 9,766 Thanks: 706 Thanked 946 Times in 619 Posts | toa0wned |
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| | #108 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 27,481 Thanks: 1,974 Thanked 5,121 Times in 2,320 Posts | btw, after playing SMB2 again, SD and I observed that the game itself employs the sprite section defined palette-switching that I described earlier. IE, have a look at Mario's sprite: ![]() How many colors do you count? It's actually five. A single 2-bit palette only allows for 4 colors total, one of which must be assigned to be a transparent color (lest all sprites be square shaped), with 3 usable colors. So Mario should have 3 colors, which are used up by the red, blue, and his skintone. His eyes, though, are white and black. They use a seperate palette. The same palette that the shyguys and the tweeter both use, in the above screen. They're outlined in black, I'll mention, since DS seemed to think that was an issue. |
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| | #109 |
| Join Date: Jul 2002 Location: (n) - the place where I am Gender: Posts: 27,014 Thanks: 1,788 Thanked 2,371 Times in 1,423 Posts | Did you mean on one sprite (5 on Mario) or in the entire screen (8)? And remember, "I'm-a Luigi, number one!" |
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| | #110 | |
| The Bee's Knees Join Date: Jun 2006 Location: The land of rain and trees (Oregon) Gender: Posts: 29,223 Thanks: 1,611 Thanked 5,553 Times in 2,499 Posts Blog Entries: 18 | Miyamoto on Wario Fart Attacks Quote:
Oh well, here's hoping for New Super Mario Bros. 2 Wii. | |
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| | #111 | |
| A Real Sonic Hero Join Date: Oct 2007 Gender: Posts: 18,222 Thanks: 1,670 Thanked 1,078 Times in 751 Posts Blog Entries: 111 | Quote:
I still don't understand why Y+B toads couldn't be Wario and Waluigi, or Peach and Toad. They could still play the same way Mario and Luigi can. | |
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