Search found 3 matches

by GL|Hcktrox
Fri Oct 30, 2015 1:47 pm
Forum: NES Graphics
Topic: The logic behind NTSC distortion and graphic limits
Replies: 13
Views: 7420

Re: The logic behind NTSC distortion and graphic limits

Thank you so much!
I'll update this post once I get a part of this level added and working within game.
tepples wrote: Why you won't see Fifty Shades of Grey on the NES
XD. This made my day.
by GL|Hcktrox
Fri Oct 30, 2015 1:36 pm
Forum: NES Graphics
Topic: The logic behind NTSC distortion and graphic limits
Replies: 13
Views: 7420

Re: The logic behind NTSC distortion and graphic limits

Great. Also just checked, and from FCEUX' PPU viewer it seems like each of "tiles/cells" could use any of the 8 palettes out there, worth 4 colors each. I THINK I can "purposely" make the sprites to blink here through software (in case a virtual sprite limit is reached), and I TH...
by GL|Hcktrox
Fri Oct 30, 2015 12:37 pm
Forum: NES Graphics
Topic: The logic behind NTSC distortion and graphic limits
Replies: 13
Views: 7420

The logic behind NTSC distortion and graphic limits

Hello. I'm working on a project I have for the SegaCD videogame console, named "Alphaomega". It's about the character Miles "Tails" Prower being caught inside a graphical, artificial dimension and what has to do in order to go back to real world. The gameplay and level map style ...