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 Post subject: Misc. NES-like graphics
PostPosted: Sat Aug 30, 2014 6:14 pm 
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I've been on a bit of NES graphics trip for a while.
Most are unfinished and likely to stay that way.
Some play rather fast-and-loose with the law.
Most are available here.
ImageImageImageImageImageImageImageImageImageImageImageImageImage


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PostPosted: Sat Aug 30, 2014 7:19 pm 
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AMAZING work! I have major respect for artists that can draw graphics this nice with so few colors without resorting to dithering. Not that dithered graphics can't be amazing too, but since dithering can create weird effects when encoded to NTSC, non-dithered art ends up winning most of the time. I don't think it's possible for NES games to look any better than what you have here. Congratulations!


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PostPosted: Sat Aug 30, 2014 7:37 pm 
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If it helps any, the EGA was actually a little more powerful than what you have: when running in the high resolution (640x350) mode, it had one fully selectable palette of 16 colors, selected from the same 64 color master palette as the SMS.

The CGA palette was enforced for all modes with 200 scanlines.

(Pixel aspect ratio was 320x200: 6/7, 640x200: 3/7, 640x350: 3/4 ) The EGA lasted for so little time before the VGA came out that people didn't really explore its capabilities much. The EGA could easily have made a bunch of other resolutions, between its four pixel clocks and two different horizontal sync rates: 360x200, 720x200, 288x350, 320x350, 576x350)


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PostPosted: Sat Aug 30, 2014 8:15 pm 
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Excellent work! My favorites are darknes, jumpngun, cavernes, and harpys_son3, with darknes being the one I like most of all because of how colorful it is. I'm a fan of hue shifting. :P


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PostPosted: Sat Aug 30, 2014 9:17 pm 
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Fantastic! Congratulations! :)


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PostPosted: Sat Aug 30, 2014 9:57 pm 
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Man, these look nice! I really really really REALLY would like to play an NES game with graphics like these, but sadly such a thing is just out of reach.


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PostPosted: Sun Aug 31, 2014 1:55 am 
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Location: Tampere, Finland
Very nice, thanks for posting them.

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PostPosted: Sun Aug 31, 2014 3:18 am 
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Wow! Really great stuff there!

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PostPosted: Sun Aug 31, 2014 6:14 am 
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Location: NE Indiana, USA (NTSC)
Are you looking for a coder for one of these projects?


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PostPosted: Sun Aug 31, 2014 4:53 pm 
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tepples wrote:
Are you looking for a coder for one of these projects?
Not particularly but if someone's interested I might be able to stir up the motivation to work more on one of these. And of course anyone's free to use the stuff on OGA.


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PostPosted: Sun Aug 31, 2014 5:41 pm 
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lidnariq wrote:
The CGA palette was enforced for all modes with 200 scanlines.

All modes in the CGA have 200 scanlines though, even text mode... (there's a fake 160×100 mode but it's that, fake)


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PostPosted: Sun Aug 31, 2014 6:15 pm 
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Let me repherase what I think was meant: EGA enforced the 16-color CGA palette for all 200-line EGA modes.


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PostPosted: Fri Sep 05, 2014 8:37 pm 
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Image


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PostPosted: Tue Sep 09, 2014 3:40 pm 
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Nice picture! It's interesting to see the different environments all in the same map. Having black as the universal color does make things a bit easier, but it still looks incredibly cool.


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PostPosted: Mon Sep 15, 2014 12:31 am 
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Someone needs to immortalize your work in a homebrew. So much variety, and all of it top shelf!


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