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Old 01 April 2022, 19:20   #10
Arne
Hobby/Indie gamedev
 
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Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
In my experience, palette programs are useful when working with larger palettes. With 16 colours the truncation is so hard it requires human awareness of colour context, crossramping, frequency use, misuse/superfluous-ity, accent importance, and artistic choices in regards to colour grading etc. Scrolling thru a let's play, it seems most levels are similar in colour tone and spread, i.e. there's no "level 3 pink candyland" or "subtle snow fields".

I have a System 16B dumper, but Flying Shark is some sort of Toaplan board. Sometimes the gfx is in plainpixels, but not always. Looking at the mame twincobra driver at github (similar TP board), gfx tiles are 4bits and 8x8px. Don't have the ROMs myself though.
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