Well, actually, I feel like being productive now and I downloaded the pdf for the 65816 manual, but I realized that I don't really know what I'm looking for...

However, I narrowed down my search to two chapters:
When it says "long" addressing, is it talking about 24 bit?
Anyway, about artwork, I realized something, and that's that I'm not really sure how to go about something. I could either go about having a palette with the two main colors and then whatever extra for items and whatnot and then have a palette for the rest of the characters (the characters would use overlayed sprites) or I could essentially have a copy of the palette for each character but then I wouldn't have the extra half palette and I figure that if I want the character to visibly take "damage" in that the other team's color is on them, I'd need to use overlaying sprites anyway. Thinking about how many colors each character should take up (4 for hair, 4 for white shirt and black pants, 3 for skin, 3 for green colors (tank on back) 2 for red colors (also tank on back) 2 for shoes, 2 for laces) there's no way I could include the hair as part of the sprite. I would have to make 2 different copies of each character for each color, (4 really for male and female) but oh well. By the way, I'm basing how I want the character to look off this picture: (This is the smallest picture I could find)
One thing I've found out about this game is that the lighting is really weird in that things don't go from one color straight down in value, but they kind of actually change color like how orange starts to have a purple tint (It's not just the color of the tentacles, look at the shadow that's being projected on them from the gun) Speaking of the tentacles, the spots on the bottom on some pictures seem to be darker than the area they're on, and then lighter in other pictures. Even this official image isn't sure:
Just rambling on, I don't see how I'll be able to get all the gun colors in 8 palettes, (these will undoubtedly be different sprites) so I think I'll reserve 3-4 palettes and split them up to where for each gun onscreen. (there will be several copies of the guns) I'll fit the characters and the display and the special and sub weapon and tower/rainmaker palettes in to whatever is left. If this gets finished, there's going to be a lot of seemingly redundant data... 4 copies for hair (the body can probably stay the same for the girl and the boy, even if the girl has one big... difference...) 2 for the squids, 2-3 for the guns, and 16 copies of the splats (8 positions x 2 colors) The animations for the characters will be standing in 3 directions, (mirroring will be used, and there are only 8 possible directions on the d-pad so 3 copies for 3 directions) walking in 3 directions, shooting in 3 directions, strafing while shooting up in 2 directions (the game will have you start strafing when you start shooting like the real game) (backwards/left could be up/right played in reverse) shooting while strafing diagonally in 2 directions, and shooting while strafing right in 2 directions. Oh yeah, and I'm forgetting throwing weapons and jumping if I ever do that. Yeah, I'll definitely want tentacles to be their own palette so they can be their own sprite and be "free flowing". The ink palette could double as the score board. That gives me 2-3 palettes for subweapons and specials and the tower/rainmaker, and some can take the character and ink palette, like the splat bombs because they're the same color as the ink tank. Holy crap though, there's going to be beyond NES levels of sprite overlays (the hair, the body, the gun, and the ink visible in the gun).
You know, I just thought of something technical. On the one mode I always wrote off as useless (the 8bpp layer with the 2bpp one and offset per column) does it always look for the column offset, or is there a way to shut it off? I think I'll use that mode because I don't want the ink to be 4bpp (takes to long to draw it, and if I want it to look glossy but not screw up, it will take some fancy work on it, but most importantly, the size in vram is too big) but I want the background to be 8bpp because why not. Worse comes to worst, I'll just have it point to a table where the offset for every column has no offset and I'll still save a lot of space.
I'm sorry guys, but I couldn't help myself. I looked up "inkling" on Google images for the reference picture, and this way on the fifth line (not even a tenth of the way down the page) of pictures...
It's amazing how I never found this stuff on the internet when I was younger...

Back in the good ol mid 2000's, when people weren't attached to their phones like life support and everything didn't beg for your money.
How do I always get so off topic? I think I have a mental disorder...
