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Sprite Limitations for SNES and GBA
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(04-05-2016, 02:29 PM)Koh Wrote: One thing that always bothered me is that the RGB values aren't perfect multiples of 8.  Why?  That makes it a lot cleaner to look at for one, lol.  That's what I personally do for my colors in RGB.

Agreed! And the worst part is, 15-bit color isn't even the messiest. You know those old Namco arcade games like Pac-Man, Dig Dug and Mappy? I actually did some research recently into their restrictions. Apparently, they supported 8-bit color with 3 red, 3 green and 2 blue bits for a total of 256 colors. And since arcade monitors were slightly different from modern ones, these colors can only be vaguely approximated. The result is this list of valid colors. Eugh!

Code:
Color    000        001        010        011        100        101        110        111

Red    0        33        71        104        151        184        222        255
Green    0        33        71        104        151        184        222        255
Blue    0        71        151        222
source

(04-05-2016, 03:33 PM)Raccoon Sam Wrote: This isn't strictly true.

Thanks for elaborating! Like old PCs, the SNES had tons of modes it could display graphics in. When Midday-Mew initially asked me about SNES restrictions, I typed up a big explanation like yours. However, since he wasn't developing for the console and only emulating the restrictions for a fangame, I gave him a condensed list. Yours is a lot more inclusive so thanks for typing that up. I remember hearing somewhere that some RPGs used high resolution mode rather well for the menus, but I can't find any screenshots for the life of me. Sad
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Messages In This Thread
RE: Sprite Limitations for SNES and GBA - by Koh - 04-05-2016, 02:29 PM
RE: Sprite Limitations for SNES and GBA - by DragonDePlatino - 04-05-2016, 06:10 PM
RE: Sprite Limitations for SNES and GBA - by Pik - 04-21-2021, 10:55 PM

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