A lot of Genesis games tend to make use of 7-8 color enemies/objects, and share colors with backgrounds, to stretch the color limitations. But the real trick here is going to be the color/subpalette management on the system. Hopefully that doesn't come to a shock to anyone haha. I mean the game was always doable, which cut backs, on a 16bit system (linear or not). There's also the issue of detail (you can only fit so much into vram at a time regardless of rom size). You literally have two palettes left after that (for background ?). Another enemy they show uses another set of 15 colors( or one palette). They don't share colors across the palettes. The biggest issue I see right off the bat: the Genesis only has four 15 color subpalettes. I would reserve judgements and awe for when they have an actual stage with enemies, items, FX, etc all in it - i.e.
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