AlienX wrote:Although doesn't the Sega Master System have one palette for sprites and palette for backgrounds, each with 16 colors.
Considering the 8 sprites per scanline limit, they can't really be used to fill up the picture like that. Or can the backgrounds use both palettes?
Yes, each background tile can select which of the 2 palettes to use, and each palette has a unique color 0. Tile maps on the master system have 2 bytes per tile, so there are enough bits not only to index patterns (which takes 9 bits), but also to select a palette, flip the pattern vertically and horizontally and select a priority relative to the sprites.
The NES version turned out way uglier, than I thought. I guess that's what happens, when you don't have choice over the colors in the palettes.
Yes, and it can only go downhill from their version that makes unrestricted use of the NES master palette. Their decision of not using any dithering at all also makes things way worse.
By the way, thanks, tokumaru for sharing this technique. I was wondering how you can do this sort of thing without editing individual tiles, even though it's not very recommended to use this, when making NES-style images.
Yeah, I guess automatically converted images will never look as good as those created with actual artistic interference. The PPU sucks for straightforward display of photographic images anyway, so I can't help feeling like trying to improve this kind of conversion is a waste of time.