Post by ommadawnyawn2 on Mar 15, 2017 10:02:21 GMT -5
I've done a bunch more SMS mockups and made separate albums by system: alianger.imgur.com/
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Last Edit: May 28, 2017 4:03:57 GMT -5 by ommadawnyawn2
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Post by ommadawnyawn2 on May 28, 2017 7:02:07 GMT -5
Actraiser at 56 (58) colors, 31 for backgrounds and 27 for sprites+hud. Reduced from 98 colors.
Anyone know if the transparency color has to be black? I adhered to that in an alternate version, rightmost pic.
Edit: New SMS version at 26 colors (or 32 - 16 for bg, 16 for sprites+hud with some overlap) compared to 40 before.
Last Edit: May 28, 2017 8:41:50 GMT -5 by ommadawnyawn2
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Post by ommadawnyawn2 on May 29, 2017 6:53:30 GMT -5
Layers: i.imgur.com/p73cctO.png Secret of Mana SNES (64 colors) to MD - Sub palettes considerate mockup (background=30c, sprites+hud=28c) 50/58 colors (8 colors overlapping)
Layers: i.imgur.com/RZVTPRT.png Super Metroid SNES (113 colors) to MD - The liquid can be done with mid frame palette switching to show more colors at once, like in the Sonic games, though it might not look exactly the same. 52 colors (or 73 with the liquid effect) in middle pic/43 or 66c (15 or 39 for bg, 30 for sprites+hud) in rightmost pic
Last Edit: May 29, 2017 6:55:13 GMT -5 by ommadawnyawn2
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Post by IrishNinja on May 31, 2017 16:50:53 GMT -5
i love these threads on every forum i find them on..really reminds me in terms of classic systems & palettes how all the magazines stressed the max # of colors, but the # allowed on screen at once was far more important, i think
Post by ommadawnyawn2 on Jun 1, 2017 8:29:48 GMT -5
Yes, depending on what you want to do. Though I hope some of these show that at at this low resolution and with more stylized aesthetics, many SNES games could look almost as good with drastically fewer colors used. Number of sub palettes and how they can be used is also very important, and that's where the PC Engine had a pretty good advantage over the MD, but there are ways to get around that in many cases with layered sprites and/or shadow/highlight mode.
222 to 49 colors. Uses highlight mode for the background, and would use flickering or dithering for the semi-transparent magic.
i.imgur.com/TH5B5WD.png Previous 59 color version. Requires more layering of sprites, but it's probably fine since the enemies don't move around.
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Post by ommadawnyawn2 on Jun 2, 2017 8:51:39 GMT -5
Warcraft II - PC to Genesis (147 to 52 colors):
Iron Blood PC to MD - 126 colors to 56, then 47 colors (31 bg, 30 sprites+hud)
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Last Edit: Jun 7, 2017 20:30:30 GMT -5 by ommadawnyawn2
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Post by ommadawnyawn2 on Jan 14, 2018 9:04:40 GMT -5
TMNT NES to SMS - 17 to 19 colors
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That rope on April on the NES version must have been made out of Rocksteady's skin i'm sure. Looks good, more screens like that would be a perfect SMS port Kickstarter pitch
Post by ommadawnyawn2 on Jan 14, 2018 9:29:53 GMT -5
Yup, well a lot of color choices are for better visibility on an old TV or because it was the 80s and neon ropes were cooler. Thanks.
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Post by ommadawnyawn2 on Jan 14, 2018 22:38:34 GMT -5
I'll have some choppy scrolling with that.
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Post by ommadawnyawn2 on Feb 10, 2018 10:28:28 GMT -5
NES to PC (EGA using the 16 CGA colors) - 17 to 12 colors. Either color could be swapped with a 6-bit RGB color, but that would basically be an SMS conversion. Not sure about colors per sprite limitations here.
Apparently this can be called TGA (Tandy) or CGA Plus (PCjr) mode.
Edit:
NES to PC (TGA mode) - 17 to 14 colors.
NES to PC (TGA mode) - 15 to 13/12 colors.
Last Edit: Feb 10, 2018 11:59:28 GMT -5 by ommadawnyawn2
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Post by starscream on Feb 10, 2018 12:34:06 GMT -5
The "enhanced CGA" is usually associated with Tandy and the Jr. for games, but there were some normal cards you could just plug into stardard PCs as well. The most popular seems to have been the Plantronics Plus, some later cards also note "Plantronics compatibility" for that 16 color mode. I haven't seen yet any game that supported this though, unlike the enhanced EGA than can use the full 64 color palette in 200-line modes.
I started a bit of playing around with Irfanview/Gimp myself recently. No manual tweaking yet. Here's Don Doko Don (Arcade, 69 colors) to CGA-16 colors:
Last Edit: Feb 10, 2018 12:35:14 GMT -5 by starscream