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
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.
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.
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