

Here I thought I was making a brilliant contribution to the discussion. Ugh! Someone's already posted this before?! (sprites and foreground objects on 32x framebuffer, MD sprites/tiles as the far BG layers) The way Kolibri does 2D on the 32x is probably the best for most cases color and detail-wise. Or the 32X for the main background + player sprites (it's fast enough for this), sprites for the attacks, and the other 2 backgrounds for the far one. There's certainly much worse cases in terms of high color count images that actually need that color for detail and shading, but this isn't really one of those cases. The MD conversion also looks lower color, but it doesn't really lose detail. I'd say the first pic looks like a blurry version of the second :P Did you just merge the sky and the buildings into a single layer or something else? In the original arcade version it looks like there are 3 levels of parallax (the bridge, the buildings and the sky) and I don't see an easy way to fake an extra plane with line scrolling for this particular level as the buildings and the sky are split horizontally and the bridge layer effectively spans the entire height of the screen. I'm curious how you handled the plane split on this level. Notice that Im not cheating, I have the two planes on my computer but I posted them together on a single image for show the concept. I'm a bit surprised you don't see any of the fighting games doing this. As a result you probably need to do almost all of your sprite animation by DMAing new tiles during VBLANK, but I would guess most fighting games need to do that anyway given the relatively large sprites and number of frames. Biggest problem is probably VRAM usage since tile re-use gets difficult.
SEGA CD EMULATOR 64 BIT FREE
You also generally don't have a lot of sprites so you can get away with disabling the display during HBLANK to free up DMA bandwidth. Background mostly only scrolls horizontally and the total playfield area is pretty small. On a fighting game you can probably more easily get away with using raster effects extensively. I prefer the MK3 way though, backgrounds are a large part of the mk experience, I still remember seeing how Probe converted MKII, because now the fighters in MK3/UMK3 lack detail, so its one or the other. That's why I prefer Sculptured Software's way of doing things, Probe's idea of using the background palette's for the HUD was interesting,īut ultimately the game suffered because of the lack of detail in the backgrounds.

Then 31 colors can be enough to achieve an acceptable end result. nice conversion Max Farrass, and you're right, when you have access to every palette entry of both background planes
SEGA CD EMULATOR 64 BIT SOFTWARE
I'm pretty sure those were stored in the character palette's in MK3/UMK3, Sculptured Software stored stuff differently then Probe.Īlso. Hate to burst your bubble, but you forgot about the life bars, the run bars, characters names, before and after round texts (round 1, fight, finish him/her, fatality, etc), blood, fireballs, and Dan "Toasty!" Forden. You can count the colours with paint shop pro, photoshop or other graphic editor Please click on the images for enlarge them. (Notice that Im not cheating, I have the two planes on my computer but I posted them together on a single image for show the concept. However the picture shows the concept for colour conversion. Of course there exists other limitations like Vram space ( is necesary drop detail because the Vram limit) and I should use a 224 pixels for vertical resolution instead of 256 pixels. The first image is from arcade version (uses 400 colours aprox), the second is from the theoretic sega genesis version and uses only 29 colours. However, judge for yourself the two pictures. Im not a Michel Angelo, and honestly, I never tought that with some work I could reproduce so acurately the original image given the limitations of the sega machine. So, I reserved two free 16 color palettes which is necessary for each fighter. Each plane uses only one 16 color palette from a master palette of 512 colors for a total color count of 29 colors (the foreground plane actually uses only 15 colours because I considered invisible color)

The image that I created is composed of two planes pasted. I choose convert a digitized colourful and detailed arena from the arcade ultimate mortal and adapt it to the sega genesis colour limits. Motived for the discussion from old and recent treads about criticism for color limitations of the sega genesis and trying to put end to debates like if the sega genesis is not so capable of accurate conversions of colourful graphics, I decided create this tread and post a picture that I created time ago for test the palette of the sega genesis to the limit. Hi guys, too much time since last time that I posted here, however I visit this forum frequently ^^.
