Sonic the Hedgehog
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Asset Info favorite | |
---|---|
Name | Sonic the Hedgehog |
Category | Sega Genesis / 32X |
Game | Sonic the Hedgehog |
Section | Playable Characters |
Submitted | A long, long time ago |
Uploaded By | Triangly |
Additional Credits | Paraemon |
Size | 106.50 KB (690x1558) |
Format | PNG (image/png) |
Hits | 336,187 |
Animated GIFs (0)
Comments (118)

His name under the spring bounce sprite. Also any enemy that used Sonic's palette in-game.

What's the yellow for?

Oh, Cont. Elipse is the elliptical rug he sits on during the continue screen!

Continue.

What's Cont. Elipse?

Kinda late, but I just want to add that there are no some sort of Monitor/TV brightness settings in MegaDrive. It displays the same colours no matter what you're using. Athough I think it is just how Snake has tried to present different colour schemes (which were a "mystery" those days) to a regular user

The vanilla Gens has three lots of colors - whatever is going on in the main window, Raw in the VDP viewer (though the white is wrong) and PC S3K/CD port scheme for the Plane Viewer.
Fusion doesn't match any of the above.
Fusion doesn't match any of the above.

I believe the mobile port colors originally come from Gens, and also the TV brightness in Fusion. (I personally prefer the brighter Monitor brightness.)

Those may have come from one of my Sonic 2 or S3K sheets, it's an oversight both myself and Triangly have had. The Shadow and Highlight values shouldn't be present, they didn't crop up until the Sonic 2 prototypes.
As for the why - it's mostly noted on below, but simply - the Default values that scale in increments of 36 are the actual values in terms of programming. The tangential values (52, 87 etc) are then what's output to the TV through the Genesis (90s hardware). The Mobile Port values (32, 64) etc, also known as Raw, are a catch-all since there are programs that utilise those values and some people prefer it; you'll see a lot of colors with these values in the Mobile page for this game.
As for the why - it's mostly noted on below, but simply - the Default values that scale in increments of 36 are the actual values in terms of programming. The tangential values (52, 87 etc) are then what's output to the TV through the Genesis (90s hardware). The Mobile Port values (32, 64) etc, also known as Raw, are a catch-all since there are programs that utilise those values and some people prefer it; you'll see a lot of colors with these values in the Mobile page for this game.

Why are there different values for Default, Shadow and Highlight?

If it's the vanilla Gens, that white can be adjusted to RGB:224, since the rest of the colors in the VDP viewer fit the raw/mobile scheme. If it's r7, the set-up can between the raw/mobile scheme, the PC port scheme, and whatever the other one is.
The emulators were designed to do the best that they can, but were created before the evidence as to what the proper schemes were came out. This is why the palette tables in the lower right of the sheet, for example, exist now (though where it says Rendered through Genesis, it is actual, if looking at the screen and not the internal programming).
The emulators were designed to do the best that they can, but were created before the evidence as to what the proper schemes were came out. This is why the palette tables in the lower right of the sheet, for example, exist now (though where it says Rendered through Genesis, it is actual, if looking at the screen and not the internal programming).

@The Observer Isn't actually an issue with certain emulators? Because some have the colour settings set up too bright by default. As in so bright, the white makes them useless when editing in art programs. (IE MS Paint, GIMP, Photoshop, Paint.net)

It does if it needs to be accurate. Mobile ports use the raw system, Genesis had other things going on with it. Values of 36 are the correct version.

Can I ask why you're constantly changing the colors of Sonic? Keep it raw, it doesn't need to be changed.

What did you learn?

I've updated the sheet because of some new information I learned about palette stuff. This update is the last one if I won't find any problems with it @Murphmario

@Murphmario We can't have imperfect rips now can we?

Gees, how many times will this get updated?

@ProMentos It's in the unused section and there's a "spin" sprite (the second frame).

what was even added?
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