That's the reason, if you zoom in on the water in this screenshot, you'll see that the edge of the lake has brown sparkles, and the inner lake has green ones:
https://skoce.files.wordpress.com/2011/03/legendzelda-35.png
That's the reason, if you zoom in on the water in this screenshot, you'll see that the edge of the lake has brown sparkles, and the inner lake has green ones:
https://skoce.files.wordpress.com/2011/03/legendzelda-35.png
By doing this, you only needed to store 2 palettes per "screen", rather than 16 tiles x 11 tiles = 176 palettes per "screen".
Any chance you are aware of any other hacks from old school video games?
1. Link's tunic color, his skin tone, and his hair color
2. White, orange, red
3. White, light blue, dark blue
4. Black, dark teal, and red
For example, #1 is used for Link, Zelda, the merchants, and the raft, which is why when you get the blue ring or the red ring and your tunic color changes, it also changes the color of the other people's clothes and the binding on the raft.Here's a graphic I made of every sprite in the ROM six times -- one with the three versions of palette #1 (no ring, blue ring, red ring) and one for each of the three other palettes: http://i.imgur.com/omBWovb.png
It allows you to see that, e.g., Wizzrobes are made of only three colors, and they're the exact same three colors as the red candle, heart containers, tektites, like-likes, octoroks, rupees, the boomerang, the map, fire, the life potion, fairies, and the master sword.
The developers of Shovel Knight actually emulated the way NES graphics work (and added some enhancements to it) and the result is a much more convincing retro feel.
The 16 bit computers already had graphics capabilities much more similar to modern graphics cards than their predecessors.
Thank you for answering a question I've had for 26 years or so now