![]() ![]() In general, 16-bit consoles do not load graphics tiles in the same way as 8-bit consoles do. A sub-palette for the Genesis usually contains colors that are being used by both backgrounds and Sprites in order to fit everything in cleanly. Because of this, artists must be mindful of which colors are being used in a sub-palette so that they can be maximized for both Sprite and background use. Sub-palettes can be freely assigned to either Sprites or background tiles, but the Genesis only allows four sub-palettes to be used at a time. One of the weaknesses of designing art for Genesis comes from the sub-palettes, though. Next, the Genesis boasts sub-palettes that contain 15 colors plus the common color used for Sprite transparency and layer transparency. You will likely be relieved to hear that 16-bit consoles generally do not have a hard-coded color palette like their 8-bit counterparts, which means the available colors are greatly expanded from the NES. You still need to work within limited sub-palettes with a common transparent color, although 16 bits offers greater freedom in palettes in some ways. All of the graphics are still stored in 8x8 tiles, for instance, and then assembled into larger images, whether they’re Sprites or background elements. That said, the fundamentals of doing great NES artwork still apply. Making the jump from 8- to 16-bit consoles gives you more options on more-sophisticated hardware.
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