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Author Topic: Going from 8-bit(NES) to 16-bit(SNES)  (Read 1101 times)

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Going from 8-bit(NES) to 16-bit(SNES)
« on: October 27, 2010, 04:33:39 am »
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http://www.spriters-resource.com/nes/streetfighter2010/index.html

Since I ripped those and since also replaying the game like a billion times, I was thinking of tossing together a small proto-type of "Super Street Fighter 2010". 

This also inspired me:
<a href="http://www.youtube.com/watch?v=zSxD98bv0_0" target="_blank">http://www.youtube.com/watch?v=zSxD98bv0_0</a>

So, my question is, how do I go about deciding on a palette for transitioning from 8-bit to 16-bit sprites and backgrounds?
Although finding someone to do it myself, i would like to revamp SF 2010 myself for practice.  I don't know how to go about making a new palette to update a sprite.

Also, a tutorial on making Hi-Res from old sprites would be nice.  I would like for my proto to be in a hi-def widescreen view with hi-res sprites and backgrounds.

Thanks.
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pxl_moon (dotyue)

Team Dekunutz
Re: Going from 8-bit(NES) to 16-bit(SNES)
« Reply #1 on: October 27, 2010, 04:48:58 am »
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since its a side scroller i would highly suggest to view the difference from the artwork, metroid on nes and metroid on snes to make your own ssf2010 style out of the artwork and original game, maybe some new artworks by yourself

i short: to make a version which is more detailed, you need to "redraw" the whole game
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Mamoruanime

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Re: Going from 8-bit(NES) to 16-bit(SNES)
« Reply #2 on: October 27, 2010, 04:56:26 am »
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Offtopic; that's a pretty meh port of that song... Actually; almost everything that guy's "ported" has sounded ... meh :s almost like he's just importing the midi into FL and resampling.

If it were on SNES, there would be more liberties with the track imo

On-topic; agreeing with dotyue :P Gunna need a ton of new gfx
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