Kirk_Johnston Posted October 23, 2022 Share Posted October 23, 2022 (edited) These images are doing nothing other than using what is possible in the 8bpp Mode 3 using 256 colours from the SNES' 32,768 colour palette. And there's even enough VRAM spare to maybe have a little scrolling and stuff too (possibly along with switching some new tiles in on the fly), along with potentially a simple second background layer for some parallax and maybe some sprites in there also. But, even just as static images and nothing else, they can look gorgeous, and far beyond anything we ever saw in any commercial games or that we've seen in any indie games: So, why in the hell aren't any SNES indie guys using this kind of stuff in their games, even for menus and cutscenes and the like? I mean, I posted this before, but you can see how much potential there is in taking advantage of all those colours properly: PS. Even though rainwarrior actually tested this 8bpp 256-colour palette cycling stuff, it was my idea in a thread on SNESdev that he was part of that led to him even bothering. It's crazy that I as some random who can't even program on SNES directly, seem to be suggesting stuff the SNES development community isn't even bothering with for the most part, be it with high-colour stuff like this or my Mode 0 concepts that I've posted before but will post here again: Where is the SNES dev scene's drive and passion to actually show off this console and push it to its limits, which presumably they are supposed to love? The stuff we could be seeing on SNES . . . Edited October 23, 2022 by Kirk_Johnston Quote Link to comment Share on other sites More sharing options...
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