10-13-2016, 01:08 PM
(This post was last modified: 10-14-2016, 12:42 AM by Vipershark.)
Hey all, thought I'd post this thread here since I think it's more likely to get some contributions.
Lately I've taken an interest in mockups of game ports from one system to another, specifically demakes to the SMS. Using paint.net with the selective palette plugin (or Gimp if the palette you want to convert to uses 256 colors or less), you can replicate a console's palette and then auto-convert a screenshot to that palette.
The result tends to be pretty decent, but usually you can improve things a lot with some tweaking by hand. I looked up the values for the SMS and MD and had a go with some SNES and MD games, and to my surprise they look pretty good. Using color reduction to 32 or 64 colors respectively in Gimp didn't even change anything in most cases. Obviously the sprite size, resolution, sub palette and tileset limitations aren't really considered here but still. If anyone's interested in trying this themselves, below I have linked to palette files (.txt files, name them however you want) for the SMS and MD palettes to use with paint.net, and the plugin.
SMS (Sega Retro): m.uploadedit.com/ba3s/14758521497.txt
NES ("Kizul's definitive NES palette"): m.uploadedit.com/ba3s/1475852028162.txt
MD/GEN (Gimp): m.uploadedit.com/ba3s/147585212025.txt
Selective Palette plugin for paint.net (put in Effects folder): paint.net.amihotornot.com.au/features/effects/plugins/color/Selective_Palette/
ARC to SMS, resolution adjusted with moved HUD
SNES to SMS
Other mockups I've done: http://imgur.com/a/hZY0t
Lately I've taken an interest in mockups of game ports from one system to another, specifically demakes to the SMS. Using paint.net with the selective palette plugin (or Gimp if the palette you want to convert to uses 256 colors or less), you can replicate a console's palette and then auto-convert a screenshot to that palette.
The result tends to be pretty decent, but usually you can improve things a lot with some tweaking by hand. I looked up the values for the SMS and MD and had a go with some SNES and MD games, and to my surprise they look pretty good. Using color reduction to 32 or 64 colors respectively in Gimp didn't even change anything in most cases. Obviously the sprite size, resolution, sub palette and tileset limitations aren't really considered here but still. If anyone's interested in trying this themselves, below I have linked to palette files (.txt files, name them however you want) for the SMS and MD palettes to use with paint.net, and the plugin.
SMS (Sega Retro): m.uploadedit.com/ba3s/14758521497.txt
NES ("Kizul's definitive NES palette"): m.uploadedit.com/ba3s/1475852028162.txt
MD/GEN (Gimp): m.uploadedit.com/ba3s/147585212025.txt
Selective Palette plugin for paint.net (put in Effects folder): paint.net.amihotornot.com.au/features/effects/plugins/color/Selective_Palette/
ARC to SMS, resolution adjusted with moved HUD
SNES to SMS
Other mockups I've done: http://imgur.com/a/hZY0t