View Full Version : arcade (street fighter 2) color palette
howdy. i need to create old school 32 /64 bit style game art for a project. i was wondering if anyone knows where i can get hold of the color palette used in those graphics.
the idea is to be able to put any graphic ( say something ive rendered out by hand or from lightwave ) and then convert the palette mode to limit the colors so it gets that look. of course ill make it low res. aswell so it becomes more pixelated.
ive run successfull test to get a low-bit catridge game look,by idexing the color to 16 - now i just want to make sure the color palette is matching
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Ghostscape
10-06-2003, 06:39 PM
32/64 bit? That's hardly old school. You describe something that sounds more like an 8bit (NES) or 16bit(SNES) style of graphics.
16bit systems like the Super Nintendo had a 65536 color pallete color palette that they could draw from. Then, for an entire screen, they would have a 256 indexed color palette that would be built from the available colors for the system(Genesis used 128, I'm not sure why, but it did.)
An 8bit system like the NES had a 256 color palette similar to the default windows or mac palette (but custom for the system) and it could draw 16 colors from that palette as a custom screen palette.
Hope that helps.
Also, a LOT of games back then used black outlines in their sprites, you might want to look into using a toon/ink shader to accent your renders.
You will never get the look of a Capcom or SNK 2d fighter with something 3D converted to 2D.
The way they STILL make games, like SNK vs. Capcom Chaos, is:
1. Animator draws and colors each cel in the traditional animation style with real material.
2. Cels are scanned in.
3. Pixel artists trace over the animated sheets, and add their style to the frames.
The final result looks like what we've been used to for years
http://members.cox.net/omnipressive/karin.gif
Supervlieg
10-07-2003, 02:26 PM
yep, is you really want it to look the same you should do the hard labour.
If you dont want to do this you can try a cartoon renderer, with no antialiasing. Render all the frames you need and put 'em through imageready and reduce the colors without dithering.
You could come close, but it could also turn a complete mess on some things.
Tylak
10-07-2003, 04:49 PM
I love making 2d games from 3d assets. I use Game Maker most of the time, its the easiest program for non-coders such as myself.
http://www.gamemaker.nl
like Matt said, your 3d rendered sprites will not look like hand drawn sprites. But you can still put together good artwork using this method.
Good Luck!
nullUser
10-08-2003, 10:58 PM
if you are after colour palettes for old games, just scour the sites dedicated to them... stuff like...
http://www.atariage.com/
http://www.classicgaming.com/
should be able to find some cool screenshots for ref there. also taking screendumps from mame games would be a good way to get the colours used in old games.
just a thought, but just using the colours and pixelating graphics doesn't quite capture the feel of those old games... these days your viewing it on a good monitor and back in the day they were blurred and often had bleeding colours in the corners when the screen started to crap out. if your after that nostalgic look you may want to think about these things, ppl seem to overlook this.
modeling-man
10-09-2003, 12:33 AM
"16bit systems like the Super Nintendo had a 65536 color pallete color palette that they could draw from. Then, for an entire screen, they would have a 256 indexed color palette that would be built from the available colors for the system(Genesis used 128, I'm not sure why, but it did.)"
If I remember correctly, the Genesis had a 512 color palllete, and could only use 64 from that. The upside was that they processor was damn fast for that era. Hence the Sonic ads promoting how fast their game was and so on. Only prob was their sprite size was really small which became apparent when they tried to port SF2: Champion Edition onto the Genesis, the characters were TINY...also same prob with Mortal Kombat, and MK2.
anyways enough dork time for me.
B
Sega advertised "Blast Processing..." When it was just their Mhz advantage over SNES. The thing is, Genesis ran at a much lower resolution, could display less sprites than SNES, and less colors.
It's similar in ways to the current war between computer processor makers, AMD and Intel.
Intel has more MHz in their processors than AMD, yet AMD beats them. (1.8GHz Athlon64 beat a 3.2GHz Pentium 4.)
modeling-man
10-09-2003, 02:40 AM
ok not to steal the thread...but I thought the whole race between Intel and AMD was done...tomshardware.com ran some tests and the Intel's wasted the AMD's...did AMD come out with a new chip?
ok no more stealing of this thread.
B
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