Ah, okay. I was just playing it with a friend and just thought of this threads title when I noticed it. I'd imaging Gimmick overlaps some sprites thinking about it...tokumaru wrote:Contra has been mentioned in the first reply, but apparently it doesn't overlap the sprites, it just uses different palettes for different parts of the sprite.3gengames wrote:I'd imagine contra does.
Do any games use tile/sprite overlap for more colors?
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Re: Do any games use tile/sprite overlap for more colors?
- rainwarrior
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Re: Do any games use tile/sprite overlap for more colors?
Gimmick has a separate sprite for his orange hat.
Actually, something unusual about Gimmick is that it uses the same sprite palette set for the whole game. All sprites are green, orange, black, or pink.
Actually, something unusual about Gimmick is that it uses the same sprite palette set for the whole game. All sprites are green, orange, black, or pink.
Re: Do any games use tile/sprite overlap for more colors?
How does it not overlap for SOMETHING? It has 4 colors on it's main body. Green, darker green, black, and white.
- rainwarrior
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Re: Do any games use tile/sprite overlap for more colors?
There's no black. Gimmick's pupils are dark green.
- Hamtaro126
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Re: Do any games use tile/sprite overlap for more colors?
The main character's name is not really Gimmick, It is Yumetaro, at least according to the Japanese version.rainwarrior wrote:There's no black. Gimmick's pupils are dark green.
AKA SmilyMZX/AtariHacker.
- rainwarrior
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Re: Do any games use tile/sprite overlap for more colors?
Oh really??? I wonder who Mr. Gimmick is...
- Hamtaro126
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Re: Do any games use tile/sprite overlap for more colors?
I do not know, Sunsoft possibly thought of making fun of it's own games, like Ufouria!rainwarrior wrote:Oh really??? I wonder who Mr. Gimmick is...
AKA SmilyMZX/AtariHacker.
Re: Do any games use tile/sprite overlap for more colors?
I believe that "Treasure Island Dizzy" does that too.rainwarrior wrote:Actually, something unusual about Gimmick is that it uses the same sprite palette set for the whole game.
- Hamtaro126
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Re: Do any games use tile/sprite overlap for more colors?
Treasure Island Dizzy uses a seperate palette on the Status Bar using Sprite 0 also.
AKA SmilyMZX/AtariHacker.
Re: Do any games use tile/sprite overlap for more colors?
So do Fantastic Dizzy and Dizzy The Adventrer.Hamtaro126 wrote:Treasure Island Dizzy uses a seperate palette on the Status Bar using Sprite 0 also.
Re: Do any games use tile/sprite overlap for more colors?
I was thinking about an alternative way to show more colorful sprites (and probably backgrounds) on the NES.
It creates an illusion that a 3-color sprite seems to have 5 (or more) colors without overlapping techniques.
My goal was to make a 5-color Donkey Kong like this:
So I've created two images - both with 3 colors (black, brown and skin color).
Wherever I wanted lighter tones of brown I inserted skin / brown lines. And wherever I wanted darker tones of brown I inserted black / brown lines.
Colors of these lines are different on each image (a brown line on image number 1 is black on number 2 and vice-versa):
If you make both images alternate fast enough you'll have the illusion of a sprite with more colors.
You can see by yourselves downloading a Rom with this Donkey Kong experiment: http://www.mediafire.com/?3yjs10pvgb94eng
It's not the ideal solution (because the colors are always "shaking" and you need two versions of the same image) but maybe someone can make a good use of this.
This ROM was created with NES Image Converter by thefox. Thanks again for this wonderful program!
It creates an illusion that a 3-color sprite seems to have 5 (or more) colors without overlapping techniques.
My goal was to make a 5-color Donkey Kong like this:
So I've created two images - both with 3 colors (black, brown and skin color).
Wherever I wanted lighter tones of brown I inserted skin / brown lines. And wherever I wanted darker tones of brown I inserted black / brown lines.
Colors of these lines are different on each image (a brown line on image number 1 is black on number 2 and vice-versa):
If you make both images alternate fast enough you'll have the illusion of a sprite with more colors.
You can see by yourselves downloading a Rom with this Donkey Kong experiment: http://www.mediafire.com/?3yjs10pvgb94eng
It's not the ideal solution (because the colors are always "shaking" and you need two versions of the same image) but maybe someone can make a good use of this.
This ROM was created with NES Image Converter by thefox. Thanks again for this wonderful program!
Re: Do any games use tile/sprite overlap for more colors?
Flickering looks great on an LCD screen, where screens tend to be slow to refresh, and it looks like the average of the two colors. But on a CRT TV, where the screen can completely refresh at 60FPS without blur, flickering looks terrible. If you have Batman, you can see this for yourself when you watch the intro.
Also, you can post attachments here. No need for mediafire.
Also, you can post attachments here. No need for mediafire.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
Re: Do any games use tile/sprite overlap for more colors?
Yeah, flickering looks terrible on CRTs, and it also has the disadvantage of slowing the game down to 30fps, since you need objects to be in the same positions for 2 consecutive frames.
Re: Do any games use tile/sprite overlap for more colors?
Is there a reason you interlaced detail horizontally, like so:
And not checkerboard dithered, like so:
?Re: Do any games use tile/sprite overlap for more colors?
The flickering was a common tech for demo coders on all platforms, and in games made by demo coders. Barely seen in commercial games, because it doesn't look too good.
Batman isn't the best example, though, because it flickers between two completely different pictures, which is the worst case scenario.
It isn't necessary to slow down the gameplay to half of the frame rate, by the way. There was an attempt of SMB unofficial port to ZX Spectrum (Soviet clones, to be exact) that used flickering to increase number of shades from 2 to 3 and it was running at 50 FPS, which is quite an achievement for the platform. It didn't look too bad. Unfortunately, all videos of the game on YouTube aren't represent the game well at all, they all has crazy lag (example).
Batman isn't the best example, though, because it flickers between two completely different pictures, which is the worst case scenario.
It isn't necessary to slow down the gameplay to half of the frame rate, by the way. There was an attempt of SMB unofficial port to ZX Spectrum (Soviet clones, to be exact) that used flickering to increase number of shades from 2 to 3 and it was running at 50 FPS, which is quite an achievement for the platform. It didn't look too bad. Unfortunately, all videos of the game on YouTube aren't represent the game well at all, they all has crazy lag (example).
Last edited by Shiru on Fri Oct 12, 2012 10:29 pm, edited 2 times in total.