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Sonic the Hedgehog
Category Sega Genesis / 32X
Game
Section
Playable Characters
Submitters Paraemon, Triangly
Size 106.50 KB (690x1558)
Format PNG (image/png)
Hits 299,723
Comments 116

Sonic the Hedgehog
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Apr 6, 2021, 8:56 AM
nah its laziness. how come every other sprite is able to have the stripes? how come they came back in sonic 2
they just forgot to put the stripe on
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Apr 4, 2021, 4:20 PM
Not laziness, rather trying to cut corners. Majority of the game's objects share the same color palette to save time so that they could meet the deadline. Why in Mega Man 1 on the NES, everyone practically used the Red, White, and Yellow color scheme that isn't the player character and Ice Man on the NES side of things.
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Jan 27, 2021, 4:45 PM
@Παρατηρητής Especially in Sonic 3.
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Nov 26, 2020, 6:19 PM *
This is basically 9bit to 24bit RGB shifting. MegaDrive hardware actually uses 9bit RGB colours (aka RAW scheme) but to display it, it has to be shifted to 24bit RGB on the screen, i.e. 3bit per colour -> 8bit per colour resulting a "Measued Render" scheme. A lot of emulators still display a RAW scheme image because of the old (incorrect) method of bit shifting (some of them shifting from 4bits to 8bits iirc, resulting a FSH scheme with 238/238/238 white colour). On the actual hardware colours become kinda "washed out" because it doesn't shift colours at linear scale. Although, the RAW scheme is still technically correct because that's how the sprites are stored deep in the game/hardware.

Just want to notice this is a very simple explanation and it might be not that correctly, but whatever
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Nov 22, 2020, 11:38 AM
um how do you get the "measured render - accurate color scheme" palette i cant find it anywhere
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Jul 10, 2020, 5:32 AM
It's easy - laziness. Laziness crops up a few more times in later Genesis Sonic games.
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Jul 10, 2020, 2:19 AM
I really don't know how they forgot to add stripes to the Spring and Fan sprites.
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Jun 16, 2020, 12:22 PM
@pacmastermeow It's from a HUD. And yes, the HUD shares Sonic's palette.
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May 30, 2020, 7:03 PM
His name under the spring bounce sprite. Also any enemy that used Sonic's palette in-game.
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May 29, 2020, 8:45 PM
What's the yellow for?
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May 29, 2020, 8:44 PM
Oh, Cont. Elipse is the elliptical rug he sits on during the continue screen!
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May 29, 2020, 6:22 PM
Continue.
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May 29, 2020, 5:22 PM
What's Cont. Elipse?
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May 18, 2020, 2:24 AM
Kinda late, but I just want to add that there are no some sort of Monitor/TV brightness settings in MegaDrive. It displays the same colours no matter what you're using. Athough I think it is just how Snake has tried to present different colour schemes (which were a "mystery" those days) to a regular user
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May 3, 2020, 1:04 PM
The vanilla Gens has three lots of colors - whatever is going on in the main window, Raw in the VDP viewer (though the white is wrong) and PC S3K/CD port scheme for the Plane Viewer.

Fusion doesn't match any of the above.
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May 3, 2020, 12:55 PM
I believe the mobile port colors originally come from Gens, and also the TV brightness in Fusion. (I personally prefer the brighter Monitor brightness.)
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Apr 18, 2020, 2:33 PM
Those may have come from one of my Sonic 2 or S3K sheets, it's an oversight both myself and Triangly have had. The Shadow and Highlight values shouldn't be present, they didn't crop up until the Sonic 2 prototypes.

As for the why - it's mostly noted on below, but simply - the Default values that scale in increments of 36 are the actual values in terms of programming. The tangential values (52, 87 etc) are then what's output to the TV through the Genesis (90s hardware). The Mobile Port values (32, 64) etc, also known as Raw, are a catch-all since there are programs that utilise those values and some people prefer it; you'll see a lot of colors with these values in the Mobile page for this game.
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Apr 18, 2020, 1:55 PM
Why are there different values for Default, Shadow and Highlight?
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Mar 25, 2020, 5:56 AM
If it's the vanilla Gens, that white can be adjusted to RGB:224, since the rest of the colors in the VDP viewer fit the raw/mobile scheme. If it's r7, the set-up can between the raw/mobile scheme, the PC port scheme, and whatever the other one is.

The emulators were designed to do the best that they can, but were created before the evidence as to what the proper schemes were came out. This is why the palette tables in the lower right of the sheet, for example, exist now (though where it says Rendered through Genesis, it is actual, if looking at the screen and not the internal programming).
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Mar 25, 2020, 2:40 AM
@The Observer Isn't actually an issue with certain emulators? Because some have the colour settings set up too bright by default. As in so bright, the white makes them useless when editing in art programs. (IE MS Paint, GIMP, Photoshop, Paint.net)
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Mar 24, 2020, 12:08 PM
It does if it needs to be accurate. Mobile ports use the raw system, Genesis had other things going on with it. Values of 36 are the correct version.
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Mar 24, 2020, 10:40 AM
Can I ask why you're constantly changing the colors of Sonic? Keep it raw, it doesn't need to be changed.
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Mar 14, 2020, 4:43 PM
What did you learn?
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Mar 9, 2020, 8:53 PM
I've updated the sheet because of some new information I learned about palette stuff. This update is the last one if I won't find any problems with it @Murphmario
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Mar 9, 2020, 6:21 PM
@Murphmario We can't have imperfect rips now can we?
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