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The Instinctive
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Quote The Instinctive Replybullet Topic: 8-Bit Question (Making Nintendo Game)
    Posted: 19 January 2009 at 9:44am
Hey, I'm brand new here at the forums and at spriting. I'm going to be working on an 8-bit game, so I just have a question regarding the graphics that I hope you guys have an answer to.

So, I chose my 8-Bit pallet (256 colors - kinda cheated and got it off of wiki =P), so I'm pretty sure that's the main restrictions on an 8-Bit Game...correct me if I'm wrong.

My question basically is: is there any other limitations on 8-Bit graphics? Maybe limited amount of colors per certain amount of pixels? Or other things? I'm not too sure. I've done my searching, but can't find my answer, so I figure I should just ask a spriting community. ^_^;

Thanks so much for your time.

~Jonathan

Edit: One other thing. If you know of the sound restrictions on those games too (maybe only can use midi?), please let me know.

By the way, I apologize if this is in the wrong board. I thought that asking a question about the graphics would be best in the support board. =P


Edited by The Instinctive - 19 January 2009 at 9:47am
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greenraven
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Quote greenraven Replybullet Posted: 19 January 2009 at 10:20am
Depends on what you're trying to emulate, really. Atari, NES, Gameboy?
"pwnage comes with patience, practice and planning." ~ Jalonso   
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The Instinctive
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Quote The Instinctive Replybullet Posted: 19 January 2009 at 10:28am
Well, the title did say "Nintendo," but I should have clarified NES in my post. :P

greenraven, you're my favorite member so far. Haha. But please, continue to offer your advice now that you know it's gonna be as close to NES game as possible.
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greenraven
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Quote greenraven Replybullet Posted: 19 January 2009 at 1:20pm
Oh I feel stupid for not looking at the title closer. 

And I'm your favorite so far? Aw shucks.

You're probably going to have to take a closer look at NES sprites to get the feel of the kind of graphics you should aim for. In general they tend to be a bit blocky, and each sprite should have no more than 4 colors.


(First 3 NES, last 2 SNES)

And for the music, if you're trying to create authentic NES sounds, limit yourself to simple midi sounds. Beeps and boops, basically.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Bwian
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Quote Bwian Replybullet Posted: 25 January 2009 at 1:35am
Originally posted by The Instinctive

Hey, I'm brand new here at the forums and at spriting. I'm going to be working on an 8-bit game, so I just have a question regarding the graphics that I hope you guys have an answer to.

So, I chose my 8-Bit pallet (256 colors - kinda cheated and got it off of wiki =P), so I'm pretty sure that's the main restrictions on an 8-Bit Game...correct me if I'm wrong.

My question basically is: is there any other limitations on 8-Bit graphics? Maybe limited amount of colors per certain amount of pixels? Or other things? I'm not too sure. I've done my searching, but can't find my answer, so I figure I should just ask a spriting community. ^_^;

Thanks so much for your time.

~Jonathan

Edit: One other thing. If you know of the sound restrictions on those games too (maybe only can use midi?), please let me know.

By the way, I apologize if this is in the wrong board. I thought that asking a question about the graphics would be best in the support board. =P


If you're working on gameboy advance or DS, they both support 256 color sprites and tiles. But it's a pain to program (namely for vram allocation) and sprites end up taking a huge amount of memory considering the platform.

Typically, you would get 256 colors for the menu screens at best and the sprites would be in 16col x 16palettes, meaning that every 8x8 tile on screen can use a 16-color palette slot.

As for sound, these have left-right digital channels (if I recall, they are 16bt 44Khz max). They also have the  legacy sound synthetiser from the gameboy, it mainly produces different types of noises.

They do not support midi natively. In order to have midi, you can either use the nintendo sdk (I think they have a midi interpreter.player) or code a midi player yourself. This implies decodeing the midi stream, generating sounds and sending them to the speakers. It's almost as much effort as doing a mod player, so people just use mods instead, it's way nicer anyways.

Funny you should ask, I've programmed these for ages :)
Keep in mind that all the information I gave you is already public knowledge. I can't talk too much about the specifics, I'm under NDA,

good luck with your project.
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Bwian
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Quote Bwian Replybullet Posted: 25 January 2009 at 11:33am
I forgot, for the bg tiles, you can select one palette out of 16 for every 8x8 pixel block

But I seem to recal that sprites can only refer to a single palette slot for all of it's tiles.
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Metaru
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Quote Metaru Replybullet Posted: 25 January 2009 at 11:44am
this image from Pixelation's mockups pretty much says all you need to understand about NES's graphical restrictions.

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Bwian
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Quote Bwian Replybullet Posted: 25 January 2009 at 1:12pm
Right, for the snes

depending on the graphic mode

mode 0: 4 colors per sprite
mode 1: 8 colors per sprite (expanded internally to mode 2 format)
mode 2: 16 colors per sprite
mode 3: 128 colors per sprite (or 256 if you are in mode 7)
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