Triple Trouble SMS The old topic was locked
#16
Posted 03 June 2012 - 09:45 AM
#17
Posted 03 June 2012 - 10:33 AM
Glitch, on 03 June 2012 - 08:45 AM, said:
I prefer the right one. The left seems and the sky looks odd when surrounded by these colors, I couldn't even understand it was sky before I looked at the right picture. The place where the green jungle BG is changed by brown wooden looks a bit off as well.
The right one is really good, the BG looks something more realistic. Though it seems a bit too dark.
It would be so good to put there a color that is middle between the left and right pictures. I know it's not possible due to SMS palette limitations, but what if you make a palette cycle that swaps between brighter and darker green every frame to create another color shade? Just a random thought =P
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In fact, GG had much more colors than SMS. GG's palette allowed 4096 color shades, while Master System had only 64.
#18
Posted 03 June 2012 - 10:38 AM
vladikcomper, on 03 June 2012 - 10:33 AM, said:
#19
Posted 03 June 2012 - 10:43 AM
dsrb, on 03 June 2012 - 10:38 AM, said:
vladikcomper, on 03 June 2012 - 10:33 AM, said:
Sometimes it doesn't as the screen updates fast enough.
Check out Sik's 'Project MD' for example, he uses a similar trick almost everywhere and this creates some great raster effects. Many old games used sprite flickering for fake transparency effect, some of them did it for the colors as well.
#21
Posted 03 June 2012 - 11:47 AM
#22
Posted 03 June 2012 - 12:15 PM
#23
Posted 03 June 2012 - 01:40 PM
vladikcomper, on 03 June 2012 - 10:43 AM, said:
#24
Posted 03 June 2012 - 09:51 PM
vladikcomper, on 03 June 2012 - 10:33 AM, said:
A smarter alternative, but one that would require substantially more work, would be to change the background in those areas to a tile that is a dither of the two colors. If that's not possible, choosing the darker green and dithering it with a white shade would also be appropriate, or taking the lighter shade and dithering it with a black shade. When viewed on a CRT tv as the master system was supposed to be, it would appear as an inbetween shade.
I know that's not really likely to happen given that this is a port, not necessarily a conversion, but that would be the smart way to get around the SMS color palette.
#26
Posted 04 June 2012 - 04:56 AM
This project is turning out to be a full disassembly...
Edit: by the way, you can use PAR code 000064:05 to skip the title screen and enable the level select.
#27
Posted 04 June 2012 - 10:07 AM
Glitch, on 04 June 2012 - 04:56 AM, said:
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Left is old, right is new. The contrast is a lot higher, but at least it feels more natural. The sky is the closest I could manage without making it too bright.On the subject of palettes, the chaos emeralds load the wrong colors. Are they still using GG palettes?
Also, the two brightest oranges on the player palette are reversed. This is painfully obvious on Tails' sprites.
#28
Posted 04 June 2012 - 10:27 AM
#29
Posted 04 June 2012 - 11:24 AM
#30
Posted 04 June 2012 - 12:17 PM
I'd be more tempted to somehow recolor the art for the tree trunks, instead, to make them look a little brighter.

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