This might sound obvious, but it’s very easy to forget about it. When you’re drawing graphics that should share the same palette, make sure that you’re using the exact same palette for all the images while you’re drawing. A mode like RGB will not work, as it does not use palettes. However: If you use suites like Photoshop or GIMP, make sure to explicitly set the color mode of the image to indexed color (or something along those lines). Every art program should be able to handle these formats, so this is more of a hint than a warning. These are the only two formats that can be processed by SGDK and that will retain the palette information we need. When you save your image, make sure to save it as a. Choose your colors wisely to make the most out of them! 3. But the first colors of PAL1– PA元 are always transparent, so actually each sprite or tile can only contain 15 colors. But shouldn’t that mean there can be only 60 colors on screen, not 61? Well, the very first color is actually used as the background color of the game, so that one does appear on screen (we use this to create a blue sky in Megarunner). However, in actuality only 61 of the 64 colors can be displayed at the same time, because the first color of each palette is transparent. Each sprite or tile only uses one of those palettes, meaning that it can only be made up of 16 colors. These are stored in 4 separate palettes with 16 colors each (labelled PAL0– PA元 in SGDK). Out of the 512 available colors, the Mega Drive can use 64 colors at once. However, if you want to make sure that the in-game graphic looks exactly as you designed it, only use the colors in this table. Usually that is not a huge deal, as out of 512, there is usually one color closely matching the one you wanted. Should you use a color in your image that is not in this table, SGDK will approximate it. Here is an image of all the available colors, taken from Wikipedia:Īs you can see, it covers a lot of colors, but not all of them. The Mega Drive uses a 9-bit RGB palette, which contains a total of 512 colors that you can use. I thought I’d give you a quick rundown on what you need to keep in mind to create your own graphics for your Mega Drive game. However, even when your software is capable of creating images that SGDK can process, there are still a number of restrictions you have to keep in mind when designing and drawing your sprites and tiles. It doesn’t really matter if you’re using software specifically designed for retro pixel art or more modern graphics suites like Photoshop or GIMP, as long as your program supports the use of palettes. When it comes to making graphics for the Mega Drive, there are a number of programs available that you can use.
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