Hello Everyone,
I am making a tile editor and tile map editor that currently only supports the sega genesis.
The way it works is it stores a true color tile and it will automatically reduce it to the selected palette (There will be a choice of dithering algorithms or no dithering at all right now it only supports floyd steiburg).
I do not know of any editors that are able to do this and I was thinking about just how useful this technology is and I realized that this should not be limited to just one platform.
Alot of retro game systems use a tile and a palette so I would not have to re-invent the wheel.
Another advantage is when making a cross platform game there would be no need to rework the graphics
and speaking of not having to redo graphics another advantage of this is if you need to add a last minute tile and there are no good color to use all you would have to do is add the tile and the palette can automatically adjust it's self (it will be able to automatically find an optimal palette for the tiles).
Sorry if this ended up as an advertisement I was trying to describe the program it will be free and open source.
So I was just wondering how the NES stores the palette and tiles and what are the RGB values for the palette on the sega genesis they are simply in steps of 36.
As you can tell I am much more familiar with the sega genesis hardware than the NES hardware.
Also plane mapping is plane mapping a byte or a word that stores what each tile goes where and nothing else? On the sega genesis plane mapping has a few flags like which palette row to use and if the tile is flipped either vertically or horizontally or both and a priority bit.
I am making a tile editor and tile map editor that currently only supports the sega genesis.
The way it works is it stores a true color tile and it will automatically reduce it to the selected palette (There will be a choice of dithering algorithms or no dithering at all right now it only supports floyd steiburg).
I do not know of any editors that are able to do this and I was thinking about just how useful this technology is and I realized that this should not be limited to just one platform.
Alot of retro game systems use a tile and a palette so I would not have to re-invent the wheel.
Another advantage is when making a cross platform game there would be no need to rework the graphics
and speaking of not having to redo graphics another advantage of this is if you need to add a last minute tile and there are no good color to use all you would have to do is add the tile and the palette can automatically adjust it's self (it will be able to automatically find an optimal palette for the tiles).
Sorry if this ended up as an advertisement I was trying to describe the program it will be free and open source.
So I was just wondering how the NES stores the palette and tiles and what are the RGB values for the palette on the sega genesis they are simply in steps of 36.
As you can tell I am much more familiar with the sega genesis hardware than the NES hardware.
Also plane mapping is plane mapping a byte or a word that stores what each tile goes where and nothing else? On the sega genesis plane mapping has a few flags like which palette row to use and if the tile is flipped either vertically or horizontally or both and a priority bit.