(11-03-2014, 08:36 PM)Plokman Wrote:(11-03-2014, 08:40 AM)Midi Wrote:(10-08-2014, 07:05 PM)Plokman Wrote:(10-08-2014, 05:48 PM)recme Wrote:(10-07-2014, 06:56 PM)E-Man Wrote: Very interesting, friend, but why settle for just 8-Bit?
nice suggestion, but please try to not call it 8-bit. 8-bit is a processor found in the first home consoles. if youre referring to NES limitations, then i suggest you call it just that. :V
I understand its frowned on to say 8-bit here on the VG Resource and all but I have a habit to call them 8-bit as well. Since the NES wasn't the only 8-bit system it doesn't help.
I think also most arcade units from 1980-1986 at least ran off 8-bit processors.
Technically, the graphics used by NES and others limited to 4 colors (counting transparency) are 2-bit. This is because 0-3 are the indices on NES sprites' palettes, which is also the number of values a 2-bit integer can count to. A true 8-bit sprite can have up to 256 colors (indexed 0-255).
Hmm that makes alot of sense base off my knowledge of 8-bit system workings. Huh I guess that means in the case of old Arcade game kill screens the level number isn't 256 its 257. If you take my meaning.
Boy, what a quotamid we've got going here. And, yes, in a way, it's 257, since level 0 reads as level 1 in most games. Which is very odd, since the integer simply wraps around back to 0 when it overflows in newer systems, which leads me to believe this is a failsafe implemented after these past overflow errors happened, and isn't really normal behavior.
In response to the sprites themselves, Ralph's arms and legs are going in sync with each other, and it makes him look like he's waddling. They should be counter-synced.