I don't want to use the original Rockman 4 Roll (even with Rush removed) because that sprite is so boring. Roll didn't have any decent 8-bit sprites until the later games, and I don't want to use the official ones if it can be helped.
The Mobile Roll is awesome, but Copy-Roll has a dialogue cutscene next to Megaman. Do a comparison - that Roll sprite towers over the Megaman sprite! There's no reason Roll should be that tall. For all their effort, Capcom made the cell phone Roll sprite too large.
Therefore, I wanna do something custom. I know I could do Roll's hairband as red and therefore not need a third layer, but it's within the limitations and should be possible. btw, check you pms. I sent you a message about your Roll sprites.
Not sure if you know about the NES sprite limitations, so sorry if this is elementary to you.
The NES displays graphics in two categories: backgrounds and sprites. On a basic level, backgrounds are environments and sprites are characters, enemies, objects, etc. However in later NES games as complicated as Megaman titles, the line between the two is blurred, as in many cases both are animated and the later NES Megaman games are famous for dimming the background to pitch black and having Megaman face off against large enemies that are actually mostly background
titles to limit the number of sprites needed, which avoids flickering, slowdown, lack of detail and a host of other benefits.
But let's ignore backgrounds for now and talk strictly about sprites. Each sprite consists of one pallet. One pallet has 4 colors. Background pallets use all 4 colors at all times, but sprites can only use 3 colors with the first "color" always being reversed for transparency. There is no avoiding this; it's how the NES was designed.
With just a single layer, most NES sprites (early games especially) look rather basic, since unless your sprite is the same color as the background, (.ie black, dark blue, etc) one of the three colors for your sprite will have to be black or other dark color, and one will have to be a bright, contrasting color to make it easily visible. That leaves you with just a single color to work with.
In 1987 with the release of Megaman 1, Capcom adopted a novel workaround for this limitation - just make your characters out of two sprite layers, effectively making them two sprites acting as one. Megaman himself and many other characters are two sprites - one is Megaman's black/blue/cyan outfit and the other is his black/white/flesh face. Since the fourth color in both pallets is transparent, this effectively creates the illusion that Megaman isn't two sprites, but one.
If you look at my Roll sprites above, mine follows this same principle - the regular Roll sprite consisting of her body shape dress and hair, a second for her skintone and face, and then an additional third layer for her hair bow. Since this pallet only consists of two colors, a third "dummy" color is used, in this case white.
Assembled, Roll consists of six colors across three sprite layers. There are NES sprites that do this already present in Rockman 4 MI, so I know it can be done.
however, I am not 100% sure it's necessary. Six colors can be done across two sprite pallets if black is eliminated from the face layer and therefore the eyes are moved to the body layer. That would free up one color for the green hair bow. but like I said I'm not 100% sure if the game would allow that, since that would need transparency around both eyes, not just the whole face. Might be a matter of efficiency given the slow clockspeed of the NES.
These are my thoughts. I'd like someone who has worked on Megaman hacks to chime in on this.
July 04, 2013, 12:29:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It took creating and revising an entire character set, but I'm pretty happy with the my new font, and this is what will be used from this point onwards with only minor changes.
The rescue of Kalinka cutscene, with a new translation I've done. Click to enlarge.