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Enemies & Bosses
Category
Commodore 64
Game
Super Mario Bros 64 (Homebrew)
Section
Enemies & Bosses
Submitter
Retro64
Size
5.46 KB (1702x75)
Format
PNG (image/png)
Hits
10,898
Comments
8
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125scratch
Jun 26, 2020, 9:26 PM
Precisely. spritemate.com helped me understand C64 limitations.
MissingNumbers
Oct 21, 2019, 3:31 PM
Allow me to explain what's going on here. The way C64 palettes work is that each sprite can only have one color to truly call its own; if a sprite wants to be multicolor, it has to pull from two "multicolor" options that every other sprite shares. For the general game here, the multicolor options are beige and white. Goomba's personal color is black, Bowser's personal color is green, and Spiny's personal color is red. The pattern behind the color choices should be clear from there, I think.
radicalryan75
Apr 27, 2019, 3:05 PM
Sprites already, nice
Doc von Schmeltwick
Apr 23, 2019, 7:19 PM
@Techokami Seems odd in that case they'd use the overworld palette for the Buzzies and Bloopers, though. Mainly the former.
Techokami
Apr 23, 2019, 7:00 PM
My guess is that the creator just kept it consistent
visually
rather than
technically
, in that the NES version, they're gray, so they're gray here as well to match.
Doc von Schmeltwick
Apr 23, 2019, 6:36 PM
@Retro
I mean as opposed to making it green, since the "gray" in the original is just what the green palette is encoded to in underwater areas, with later games (including the GBC version) indicating it was meant to be green.
For reference:
The NES could display 8 palettes at a time, with 4 being used for the object tiles and 4 for the scenery tiles. In SMB, the object tile palettes were
1: The player's palette
2: The first enemy palette, which was normally the same as the scenery, except underwater, where it was black, gray, and white
3: The green enemy palette (also used for 1ups and fire flower stems), which appeared turquoise with orange and tan in underground and castle areas and gray underwater
4: The red enemy palette (also used for allies and the Super Mushroom), which was always constant.
As for the scenery palettes, they were
1: The ground/block palette, which also contains the underwater exit pipe and Bill Blaster.
2: The first backup scenery palette, used for pipes, bushes, mushroom platforms, coral, and some other things. It could be green, gray, or orange on the surface, a different green underground, pink and blue underwater, and a different gray in castles.
3: The second backup scenery palette, used for clouds, water/lava, and Bowser's bridge. Primarily white with a highlight that's normally blue, but red in castles.
4: The coin/? block/axe palette.
Lost Levels played around a lot with the scenery palettes. And no, I did not copypaste this or look it up anywhere, I've just worked with NES palettes enough to understand how they work fairly thoroughly.
Retro64
Apr 23, 2019, 4:05 PM
@Doc von Schmeltwick
They most likely kept the gray Cheep Cheep because it acts slightly differently (similar to the difference between Red & Green Koopas). However I'm not sure whey they didn't have environment palettes. Probably because of space so it could run on an original C64? Don't quote me on that because I know nothing about hardware but it's the most likely thing I could think of.
Doc von Schmeltwick
Apr 23, 2019, 3:48 PM
So I guess they kept the Cheeps as gray for the hell of it even though it's the same as the "green" palette, with them not changing any other colors for environment? Keeping Bloopers white at least makes sense....
EDIT: Upon closer inspection, Bloopers still have the exact same palette as the Goombas on here, leaving the gray Cheep the odd one out.
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