Mario & Luigi
(Current scale is below 100% - zoom in to view full detail.)


Asset Info favorite | |
---|---|
Name | Mario & Luigi |
Category | NES |
Game | Super Mario Bros. 3 |
Section | Playable Characters |
Submitted | A long, long time ago |
Size | 119.45 KB (522x1878) |
Format | PNG (image/png) |
Hits | 345,966 |
Animated GIFs (0)
Comments (56)

@scratch Hit crtl and f5 at the same time.

Thanks, too bad I can't even see it...

Wow, this is an incredible re-rip! Great job!
@garc302 I think I know what you're talking about. Yes, they're not on this sheet currently, however, they aren't unused. They're displayed when you die in a level and spin back to the previous level on the map.

You missed some unused sprites for 3 other directions on the map.

So, I did some reading, and I found that colors in a palette can be changed ingame, theoretically allowing for more than four palettes. What would be the limits on that? (For example, how many alterations can there be per palette? Not at a time, but in total. For example, the Enemies sheet has eight variations of the third palette.)

@Lemon The same technical limitations still apply.

You missed a sprite. [img]https://photos-2.dropbox.com/t/2/AADZ8oBV3Huo_V5K3Go4D9oqAXV8Ujb--tifzmteq3fgFA/12/647447131/png/32x32/1/_/1/2/Small-Big%20Mario.png/EK7JyqEFGFsgBygH/vRj3AMIFJ14jdWz1gHLfBEXXy2HIxuc1quqPBeJ7Rhc?preserve_transparency=1&size=1280x960&size_mode=3[/img] Any idea why this slipped by Drshnaps? It is displayed when you eat a mushroom or get hit while having the Super Mushroom.

So… how does that relate to Super Mario Bros. 3?

Because the player sprites normally use a different palette from everything else, an exception being Zelda and the shopkeepers in the first Zelda game, which use Link's palette. As for the red-white-orange, only a few things use them, and none of them are scenery-related, and since there's no black, Zelda 2 never had to change the outline color for them.

If you’re talking about the ability to tint one or more palettes, think about this: enemy sprites may use some of the same palettes as player sprites, so they would be affected if certain palettes were tinted. Yet, that never happened. As for the red-white-orange not being affected, I don’t understand how that works.

Yes. At a time. Great examples? Super Mario Bros. 1 and Zelda 2: The Adventure of Link, where different things had different palettes depending on what the location determined the terrain would call for, with some palettes (notably a red-white-orange in both games) never being affected.

Four for sprites, four for backgrounds, is what I remember hearing.
"As for sprites, 4 different palettes can be used at a time (with color 0 being transparent in each) and every 8x8 or 8x16 pixels can have their own palette, allowing for a total of 12 different colors to use for sprites at any given time."
"As for sprites, 4 different palettes can be used at a time (with color 0 being transparent in each) and every 8x8 or 8x16 pixels can have their own palette, allowing for a total of 12 different colors to use for sprites at any given time."

@OffensiveLemon Um, no? I think you're thinking of every palette being limited to four colors, including transparent.

Wait... how are there eight different palettes for these sprites? The NES could only handle four...

Hammer Mario sliding down a slope:
http://cheezburger.com/8767274240/super-mario-bros-3-nintendo-animation-trick?ref=leftarrow&siteId=16760
Looks like this sprite is missing.
Edit: The level is called 6-10:
http://www.mariouniverse.com/maps/nes/smb3
http://cheezburger.com/8767274240/super-mario-bros-3-nintendo-animation-trick?ref=leftarrow&siteId=16760
Looks like this sprite is missing.
Edit: The level is called 6-10:
http://www.mariouniverse.com/maps/nes/smb3
You must be logged in to post comments.
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev | Page 3 of 3 | Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right |