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Re:How “oldschool” graphics worked [video] by raldi on Tuesday August 18, 2015 @08:19PM (#10083016)
In the Legend of Zelda, the envirvonment's color rules were even more strict: You could use one palette for all the tiles at the screen's edge or one tile away, and a second palette for all the tiles in the middle.

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

Re:How “oldschool” graphics worked [video] by Drakim on Wednesday August 19, 2015 @05:46AM (#10084478)
Note though, that this extra restriction isn't a technical limitation of the NES, rather, it's a choice by the developers of Legend of Zelda for the purpose of shrinking the amount of bytes needed for each "screen" of the world.

By doing this, you only needed to store 2 palettes per "screen", rather than 16 tiles x 11 tiles = 176 palettes per "screen".

Re:How “oldschool” graphics worked [video] by geon on Wednesday August 19, 2015 @07:32AM (#10084776)
A clever hack! It exploits the tendency of each screen to have impassable obstacles (rocks, trees, walls) around the 4 edges of the screen, with optional openings. By using a separate palette for the middle area, the screen as a whole looks more colorful.
Re:How “oldschool” graphics worked [video] by ConnorG on Wednesday August 19, 2015 @10:35AM (#10085758)
This is so fascinating. Thank you for this knowledge bomb.

Any chance you are aware of any other hacks from old school video games?

Re:How “oldschool” graphics worked [video] by raldi on Wednesday August 19, 2015 @10:53AM (#10085889)
Did you ever notice that every item, human, and non-boss enemy in Zelda is made of one of exactly four palettes, each of which is made of only three colors (plus transparent)?

    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.

Re:How “oldschool” graphics worked [video] by tibbon on Wednesday August 19, 2015 @11:48AM (#10086329)
It seems this limitation/concept is something that I haven't seen too much in modern pixel-art. We often see modern pixel art using larger pallets, but just low resolutions.
Re:How “oldschool” graphics worked [video] by nsxwolf on Wednesday August 19, 2015 @12:09PM (#10086514)
This is the problem I have with the widespread use of pixel art. Most of it is ignorant of why the old graphics looked the way they did. Like you said it is adopting one of the limitations but ignoring the others.

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.

Re:How “oldschool” graphics worked [video] by bhaak on Wednesday August 19, 2015 @01:18PM (#10086977)
IMO this is also due to modern pixel-art actually emulating 16 bit pixel art.

The 16 bit computers already had graphics capabilities much more similar to modern graphics cards than their predecessors.

Re:How “oldschool” graphics worked [video] by benihana on Wednesday August 19, 2015 @07:36AM (#10084788)
>the edge of the lake has brown sparkles, and the inner lake has green ones

Thank you for answering a question I've had for 26 years or so now

Re:How “oldschool” graphics worked [video] by oso2k on Wednesday August 19, 2015 @01:02PM (#10086862)
Hahaha...I had always chalked that up to my old CRT TV and the hardware of the time.