#P-Tux7 Fan Art Gallery
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Mega Man NES Items (Atari 2600/VCS-Style)
(Updated Yashichi)
puhdop intensifies
Atari 2600 Styled SMB1 Mario @haughty stone @pine stratus
I got inspired by Amstrad CPC Mario
Interesting
Looks pretty good
I don't know whether this is submittable or not, but
mega man 9?
yeah but actually on nes
What if you changed the darker pink to a more reddish shade and used that palette for Magmaman
- spruced tornado man up a bit
- changed jewel/plug/magma palette
Good catch
With Magma Man no longer using the orange palette, Concrete Man and Hornet Man have been revamped.
The only thing I couldn't find a good solution for was the player in the middle. Even though there are perfect palettes for Mega Man and Proto Man's tiles, Tornado Man and Plug Man use all the available sprites.
what do you mean?
NES limitations
Only eight 8x8s can be displayed per scanline iirc, Tornadoman and Plugman each take up four, so there's none left for the player face in the middle
oh ok
ZX Spectrum Air Man
nice
Hey P-Tux, you seem to know how Megaman mugshots work pretty well, could you explain how the color limitations for it work and generally what the palettes look like?
for the NES or ZX Spectrum?
NES
I know it's sprites layered over tiles, but I don't actually know the standards or methods for optimization
Do palettes usually look like this?
I know that last sprite palette is nearly universal
Actually a better question for me to ask would be what are the estimated limitations for a single mugshot
Why's Plug part blue part pink?
Not enough room in the scanlines to make the prongs sprites so I had to decide whether to make them blue or pink
So this didn't work?
It'd be possible if I removed Mega Man's face, but I feel like it being there is more in the spirit of MM9
Ok so let's get into how NES portraits work. You'll probably want to have the stage select sheets open from MM2-6 to follow along
Yeah, I understand that there's tiles in the back that handle about half the colors, with sprites layered over to handle the rest, but I just don't know how to optimize
That's where I come in
Let's start with some illustrative background palettes
- The palette that handles the back of the stage select screen. Except for MM4, it looks like this. Most games use it for some of the RM bodies, such as Air/Flash, Needle/Hard/Shadow, Dive/Skull/Dust, and Napalm/Wave. And it is of course also used for Mega Man himself in MM3-6. Oddly enough, MM6 is the only game that reserves this entirely for Mega Man/the background, meaning that game only uses 3 palettes for all 8 RMs.
Is that so? What about Knight, Yamato?
Getting to that
- A standard white+2 colours+black ramp. Used for most other RMs in the games, such as Bubble Man, all of the MM3 RMs except Snake and Gemini, Pharaoh Man/Toad Man, all of the MM5 RMs, and Plant/Flame. How this works is that you can use it to do the eyes + 2 colours of shading on the body. This also means that you don't have to use sprites to make the eyes, as you already have the white here. Examples of RMs that are largely designed to not use flesh sprites include Bubble, Air, Needle, Toad, Pharaoh, Skull, Napalm, Gyro, Stone, Plant, and Flame.
- An unusual ramp seen in MM2, used for Quick/Heat/Metal/Crash. It allows these RMs to have three unique shades on the body at the cost of not only their flesh needing to be sprites, but their eyes as well. Wood Man's unique palette also falls into this as well.
- A ramp seen in Snake Man in MM3. It's used to make his eyes and most of his flesh not need to be sprites, at the cost of still needing the flesh shading to be sprites and his green part only being shaded with white.
- The ramp for Ring/Bright/Drill in MM4. Another "hybrid" ramp in that it allows the flesh to not need sprites and also provides a nice ramp for the dark flesh to ramp into red. However, it needs sprites for the eyes.
- Another palette type used solely in MM6 for Wind/Centaur and Blizzard/Tomahawk/Yamato/Knight. It consists of white and then two colours that don't mix into a ramp. This provides the advantage of colourful-looking RM sprites at the cost of not being able to shade either of those colours except with white or needing to put sprites on them for shading, which MM6 largely doesn't do outside of Blizzard Man's boobs, Knight Man's helmet, and Yamato Man's helmet. More on this in the sprites section
For background tiles, you largely can just draw whatever you want as long as you keep within the four-colour and four-palette limit. Most of the games don't do anything tricky with this, but MM2 does
Yeah, Metalman was the one that tripped me up with his usage of two different tile palettes
Metal Man and Crash Man have different 16x16 quadrants of the 32x32 portraits set to use different colours. This is prevented from looking too obvious with the face sprites bridging the gap, and a few white sprites for where the saw/helmet go over the red parts. However, this could have been used to greater effect in games where white was in every ramp, and wouldn't have needed white sprites. However, as you can see with Plug Man above, it can sort of look clashy unless you hide it well - possibly by using coloured sprites, which I couldn't afford to paste on.
I'm surprised that they didn't do anything more with it as Napalm Man could have done this well if you change his upper-right quadrant to use the gold palette
The left and bottom parts of the cannon already have gold-ish sprites pasted over them, so the only flaw is those 2 pixels on the right, which could have been solved by moving the portrait or cannon up one pixel.
MM5 mugs always messed with me because they have that black line going around the sides
The SPRITE palettes seem to defy easy categorisation so I will just cover them game-by-game. Each fourth of a row is one sprite palette and each row is one of the five games from MM2-MM6
I have some old mugs I made without actual knowledge on how the palettes worked, I called it "MM10 color limitations" but I don't actually know, would you want to look at them and see how possible they are?
Sure
I'll have to find them hang on
MM2:
- Standard face palette used on most RMs. Eyes and face are covered by this palette, and it's required for the four red RMs
- Used by Bubble's ear, Air's fan, and Quick Man's boomerang, which is why the black is in the palette.
- Used by Air and Flash's head gems. Bizarrely, the skin tone doesn't seem to be needed, as Flash's skin uses the first palette, and the white isn't needed either because both of them use a tile palette with white in it. A possible leftover of old RM designs
- Unused? Has the same structure as a later palette, which means Mega Man's face might have been meant for this game
MM3:
- Used by the dots on the stage borders, as well as the dots in the password screen... unlike every other game which uses a white-and-peach palette for the dots.
- Used by Magnet for his skin, magnets, and eye colours, as well as Spark Man's plug thing.
- Used by Gemini, Hard, Snake, and Shadow for their skin and red eyes/gem. Something you'll note is that although Snake could have used this peach, it saves sprite count (both row and in total) for him to have it in the tile palette.
- Solely used for Mega Man's face and eye dots. MM3 does something clever where it saves sprite count by having his face and eyes be one sprite instead of the dots being superimposed, but this requires a bespoke palette with black in it.
MM4
- Used by the border dots, Ring/Bright/Drill's face, and Drill's... drill. I don't know why they didn't make the top half of his tiles use the palette with grey in it.
- Used by Toad's mask. I don't know what that green is doing in there... It might be used by Cossack's face, but it could also be using palette 4.
- Pharaoh's face and snake, Skull's eyes, and Cossack's face and eyes. The games have the capability to swap palettes upon game phases, such as the Doc Robots and Break Man, but MM4 doesn't do so.
- Used for Dive's face and helmet.
MM5
- Not sure. Might have been used by Mega Man like MM3, but the looking eyes got cut?
- Also not sure! Might be used by some of the faces, but it's impossible to tell unless I look in a debugger and it's wasteful anyways.
- Gravity, Crystal, Charge, and Napalm's cyan bits.
- Every RM - and Proto Man's - faces, as well as the border dots. Every single RM uses this sprite palette! It's also used for Napalm's cannon, Wave's mask, and Gyro's mask.
MM6:
1 and 2. Used by the BEAT letters and 1up sprites that appear after you complete a level. In addition, 2. is used by the border dots. None of the actual faces use this palette.
3. Used by every single other sprite decoration on the stage select screen - all of them use one of these three colours. I'd call this lame, but it's impressive of them that I didn't realize it until this year. The gold really adds some plausible deniability in there.
4. Completely unused - I checked in a debugger - and a code dive on the Mega Man hacking server revealed that this palette is loaded on the title screen.
So as you can see, the palettes aren't really standardized as much and they're pretty much created to be the most versatile within the limits of 8 per scanline and 64 in total. However, a face palette is always one of the constants.
You can see that my first MM9 NES sprite palettes had a lot of variety... but in the second version, I had to pare them down. It wasn't due to a lack of palette space, but rather scanline space and sprite count limits - as well as wanting to have Mega Man's eyes.
As for how I designed the MM9 NES second version, all of the sprite palettes follow the MM5 model except Tornado/Galaxy. I used the magic wand tool in Paint.NET and found that white was actually used less than any of these three colours - so I had to put white in the face palette.
As for the sprite palettes,
- Mega Man's face, like MM3
- A standard face palette, used by everybody except Hornet and Magma (also used for Galaxy Man's shine since I decided that a whole palette just for that wouldn't be wise
- Used for Plug Man's eyes and for Splash Woman's gem and lipstick. The lipstick didn't need to be in this palette but it fit well as a third colour and, you know, it felt funny to do because there's one user who I know the gameplay sprite's lipstick really bothers (as well as me) so this was sort of a tribute to her.
- Used for Concrete Man and Hornet Man's heads as well as Magma's gem and the Galaxy Man overhang thing (Quick Man-like). They don't actually NEED to be in the same palette but the greys were 2 colours and the gem was 1 so it fit perfectly in a 3-colour palette.
Something that informed the sprite palettes was also how just putting the faces using palettes 0 and 1 took up a lot of the sprite space - 42/64 sprites use one of the first two. I then obviously had to reserve a palette for the grey parts in Concrete/Hornet/Magma, so I was left with one palette, which I basically had the choice of making Galaxy Man pink or for making Plug and Splash have orange bits. I figured it was more economical to use a sprite palette for 2 RMs instead of 1, so the latter option won - it also had the advantage that, unlike the Galaxy palette, these parts of Plug and Splash only need two colours, so I could add the third lipstick colour.
I would have used one of them to spruce up Tornado's yellow and red colours, but the scanline limits didn't allow for it - the same scanline limits which prevented me from making Plug's prongs grey sprites.
Something else I forgot to mention is the average amount of colours that an NES mugshot uses - it can be up to 7 in the red MM2 bots' cases, 7 in Bubble Man's case, 7 in a few MM5 bots' cases, and even 8 in Charge Man's case.
Most mugshots use 1 tile palette + 1 sprite palette - which means the max colours are 7. This is only done in the MM2 red bots. Bubble Man and the MM5 RMs get to 7/8 by careful use of sprites with different palettes.
Something I need to know before I optimize your mugshots is, how do you plan to arrange them on the screen?
Will Mega Man be present?
I have no idea, they don't have any current plans
(If I recall correctly, didn't MMPU do some sort of weird MMX1 thing where it had 2 per row)
Observation 1: Cut Man uses a third grey. Just replace it with black
MMPU put them in the classic setup, same order as MM1 but with Time and Oil fitting the spaces on top and bottom
Also, Ice is probably gonna need to have his green eyes changed
Just counted, all of my mugs used 8 colors except for Cut who used 7
Something I think will probably be necessary is to make the darkest teal parts on Elec, Guts, and Oil be black
So Cut would probably be fine since he could use a dark red-red-orange tile palette and dark gray-light gray-white sprite palette
I was able to preserve the shape by adding antialiasing on the parts I rendered black
I used the dark teal as a sort of shading extension to be as close to black as possible since dark gray wasn't close enough
MM10 icons did this
Later I will try reducing each portrait to 4 colours to try and work out a set of tile palettes
Wait a minute... ohhhh these are from back when I had the bad palette with extra colors
It might need some color translation, Cutman's got an extra darker gray I think, it should be the darkest teal
@pine stratus @oak bay me when working with "fat pixels" platforms (Commodore 64, Amstrad CPC): https://www.youtube.com/watch?v=hP5hIi0gYD8
Squidward hates Krabby Patties
True
improvement
Moon Child (Windows 1997) to Commodore 64 and NES
the mario hack of the great giana sisters if it was AWESOME
nintendo if they weren’t over restrictive about their IP
Why is his arm LIKE THAT
my man got the tiny arm
Crunched
LA Moldorm (small)
Trio the Wheel (MM7 in NES style)
Would it really be that big?
28 sprites max, i believe that lines up with some of the bigger enemies like jumbig and the gumball machine
Yeah but isn't that gonna be really tall compared to Megaman?
How tall are they compared to Megaman in MM7?
okay so they were 14 tall in RM7FC
i don't think that enemies can do a 1:1 comparison
mega man is much bigger in MM7 but the metools and tellies aren't
Wait telly was in mm7??
(well there aren't tellies in MM7 but compare the fire telly in MM6 to the similar enemy in cloud man)
Fire telly is a rather large one imo
Grand Goombrat
fuck it we ball
Zelda 1 - Agahnim
Zelda 1 - Cucco
Drill...... thing
mega man 2 if it was AWESOME
Brawhalla sprite recreations
Brain Break for #1286548658384408607 MAGMML3 skin
improvement @simple adder
Sheepman got ROBBED
by bass, specifically
peak cinema (according to the british)
didj sonic
@flat patio
Tiny spikes??
2 blue spike pushers = 20 sprites
2 red spike pushers = 22 sprites
4 spikeballs = 16 sprites
Total = 60 sprites
So doing it this way already causes enough flicker, if I had kept the big spikeballs that use 12 sprites each this would total to 100 sprites
I'm not entirely sure how it would work out but the spikeballs always felt like tiles to me
Is this meant to be Gameboy style?
Commodore 64
Interesting. How did you squish it to be (presumably) 16x16 and keep the detail?
@gleaming yoke thanks for the inspiration
today in nerdy shit only i care about: some of the mm1 enemies don't have their tiles optimized, pink is the original tile boundaries, purple is mine
The screwdriver can be optimized more
oh yeah, fuck
i was thinking "it should use the rod the main sprite uses" but i never actually colored it that way
Yeah
i realized a tradeoff can be made in the beaks
Also octopus battery can teeechnically be optimized but it's kinda weird
by separating the rod and the shell, you need more sprites, but you can do this
white: 1 layer
light gray: 2 layers
dark gray: 3 layers
I think that's less efficient actually, that last frame went from 3 8x8s to 5
yeah it's a battle between tile and sprite efficiency
granted this does disable the eye layering for wily 1 big eyes
(tho you can still save a tile even with the two palettes by filling in the eye for both looking forward and down, and layering the pupil on top, since the socket's shape is the same for both poses)
I don't think it's the same shape but alright
though late era capcom did not give a fuck about sprite limits, as seen by mr. "i've already used all 8 sprites without megaman"
Enormous fucker
Guhh
Ouuh he's so strange, were his intro sprites really like that??
and the jump sprite is the same shape as mega man so i couldn't do too much editing of the shape
Pain
for mistermike
animal abuse
BS Zelda - Sahasrahla
MMV Fukuhorn in Wily Wars
@gleaming yoke thanks for the inspiration
guess where these are from
SMB3
