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Thread: mockups of games from others consoles

  1. #46
    Master of Shinobi Alianger's Avatar
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    Quote Originally Posted by KnightWarrior View Post
    The Master System has more color then the NES, Don't forget that

    Those Screen Shots are not even close to what the SMS come close..Sorry I think people are blind
    Which one are you referring to exactly, and can you be more specific?

    Here are the SMS and NES palettes I've been using (the NES one was compared to real hardware by Kizul):
    http://i.imgur.com/SSKQdnE.png
    http://i.imgur.com/4lUqxIP.png

    NES has a better greyscale (you can get a more greys on SMS through dithering though), and dark brown, but lacks a pure yellow for example.

    Edit:
    Added SMS comparison pics and did SMB1 (All-Stars) and Goonies R Good Enough (MSX homebrew) - SMB1 and Goonies were also arcade games:
    http://imgur.com/a/UKpuc
    Last edited by Alianger; 02-22-2017 at 11:30 AM.
    On a wave of mutilation

  2. #47
    Master of Shinobi Alianger's Avatar
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    I've done a bunch more SMS mockups and made separate albums by system:
    http://alianger.imgur.com/
    On a wave of mutilation

  3. #48
    Raging in the Streets KnightWarrior's Avatar
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    All of them

    SNES Mock Ups doesn't even come close

  4. #49
    Master of Shinobi Alianger's Avatar
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    I see. Well, you're not saying or showing anything that either of us can do anything with.
    On a wave of mutilation

  5. #50
    Hedgehog-in-Training Hedgehog-in-TrainingSports Talker Team Saber Rider's Avatar
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    Would love to play Super Mario Land 2 like that!

  6. #51
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert OmegaMax's Avatar
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    Master System

    Quote Originally Posted by Team Saber Rider View Post
    Would love to play Super Mario Land 2 like that!
    Me too

  7. #52
    Master of Shinobi Alianger's Avatar
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    Redid my actraiser mockup using just 26 colors compared to 40 from before, 16 for backgrounds and 16 for sprites+hud. SNES original uses 98 colors.


    On a wave of mutilation

  8. #53
    Death Bringer Raging in the Streets Black_Tiger's Avatar
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    SMS only has two palettes and the second is the only one the sprites can use.

    SMS also only has a single tile layer, so that hud needs to be on a black bar
    Quote Originally Posted by year2kill06
    everyone knows nintendo is far way cooler than sega just face it nintendo has more better games and originals

  9. #54
    Master of Shinobi Alianger's Avatar
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    Quote Originally Posted by Black_Tiger View Post
    SMS only has two palettes and the second is the only one the sprites can use.

    SMS also only has a single tile layer, so that hud needs to be on a black bar
    1. They only use one?

    2. It seems doable, maybe it has to be simplified a bit.






    On a wave of mutilation

  10. #55
    Death Bringer Raging in the Streets Black_Tiger's Avatar
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    Quote Originally Posted by Alianger View Post
    1. They only use one?

    2. It seems doable, maybe it has to be simplified a bit.
    The tiles get to use either palette, but the sprites' colors all come from only a single one of those two palettes.

    It's still very flexible compared to NES.
    Quote Originally Posted by year2kill06
    everyone knows nintendo is far way cooler than sega just face it nintendo has more better games and originals

  11. #56
    Master of Shinobi Alianger's Avatar
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    Again, they use one palette.
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  12. #57
    Death Bringer Raging in the Streets Black_Tiger's Avatar
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    Quote Originally Posted by Alianger View Post
    Again, they use one palette.
    My photoshop can't open your images, but a screenshot says that the sprite/hud layer is 17 colors. If the SMS displays a single invisible color when it's in the tile layer and I believe you said at one point you were going to choose black, then you'd have to remove black from the sprites... which would mean removing it from the same palette used for tiles.
    Quote Originally Posted by year2kill06
    everyone knows nintendo is far way cooler than sega just face it nintendo has more better games and originals

  13. #58
    Master of Shinobi Alianger's Avatar
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    A photoshop version that can't open png files? It's 16 colors+the pink background color which isn't part of the graphics.

    If the 16th color for the sprite palette has to be transparent then I suppose a black bar "underneath" works since the sprites don't have an outline. No, I asked earlier in the Genesis thread if that color had to be black or not, I don't know.

    Edit: 15 color version:
    Last edited by Alianger; 05-28-2017 at 05:25 PM.
    On a wave of mutilation

  14. #59
    Mastering your Systems Shining Hero TmEE's Avatar
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    Quick summary :

    * There's 2 bits per color channel, 6 bits total, so 64 colors in the palette.
    * Linear RGB step is 255/3 = 85 so you get sequence of 0, 85, 170, 255 which differs slightly from hardware.
    * SMS1, SMS2 and MDs have slightly different output levels compared to one-another :

    Code:
    SMS output levels -----------------------------------------------------------
    
    Here are the voltages and 8bit RGB values for SMS1, SMS2 and SMS mode on MD :
    
    +--------------------+---------------------+--------------------+
    | SMS1 (315-5124)    | SMS2 (315-5246)     | MD (all of them)   |
    +-----+-------+------+------+-------+------+-----+-------+------+
    |  mV | Ratio | 8bit |   mV | Ratio | 8bit |  mV | Ratio | 8bit |
    +-----+-------+------+------+-------+------+-----+-------+------+
    |   0 | 0.000 |    0 |    0 | 0.000 |    0 |   0 | 0.000 |    0 |
    | 324 | 0.354 |   90 |  364 | 0.350 |   89 | 368 | 0.387 |   99 |
    | 620 | 0.677 |  173 |  729 | 0.684 |  174 | 604 | 0.634 |  162 |
    | 916 | 1.000 |  255 | 1052 | 1.000 |  255 | 952 | 1.000 |  255 |
    +-----+-------+------+------+-------+------+-----+-------+------+
    
    Output of VDPs found in SMS1 differ slightly from ones found in SMS2.
    
    All MD VDP versions (including integrated ones) produced exact same levels.
    It should be noted that the levels do not match any of the levels used in MD
    mode, suggesting there's completely new DACs or some conditioning of video
    signals done on the DAC outputs inside the VDP.
    * There's 2 palettes of 16 colors. BGs can use both, sprites only the second palette.
    * Tiles are all 4bits per pixel, meaning 16 colors.
    * VRAM can hold 512 tiles but since sprite list (6 tiles) and tilemaps (56 in V192 and 64 in V224 and V240) live in it also you get 450 usable tiles in V192 and 442 tiles in V224/V240.
    * BG tiles can use any of the 512 tiles available, sprites can only use either first 256 tiles or the second set.
    * Color index 0 of BG tiles is always drawn unlike NES, MD, SNES and others. Border color is set separately and can be any of the 32 colors in the palettes.
    * Sprites are 8x8 or 8x16 pixels in size (global setting, like NES). 8 sprites at most per line (64 pixels), color index 0 is always trasparent.
    * Sprites cannot be flipped, only BG tiles can be (opposite of NES)
    * Sprites will be on top of low priority BG tiles and under high priority BG tiles. Color index 0 of either palette is always below sprites.
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  15. #60
    Master of Shinobi Alianger's Avatar
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    I checked with KiddEd and it sounds accurate - so 15 shown colors (on a side note the transparent color for palette 2 actually shows up in the borders below and above the screen in Fusion, not sure if that's the case with other emulators nor if it can be set to showing on screen too, just not for Alex Kidd) for sprites and 16 for backgrounds, with the index 0 color of the latter being editable.

    Then I assume the index 0 color is editable for MD as well?
    On a wave of mutilation

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