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PALETTE INDEXING

A character whose palette index is cycling throw all the room's palettes

OVERVIEW:

Old game consoles used palette indexing to color sprites which contributed heavily to their aesthetic.

With palette indexing, sprites don't contain any color values, just color indices.

The NES, for example, could display eight three-color palettes and a background color for a total of 25 colors at once. The Super Star effect in Super Mario Bros. was created by having Mario's sprite quickly cycle through six of the eight color palettes.

The character shown above is using the same technique. Ironically, recreating this effect in a modern engine is almost impractical - without palette indexing, faithfully mimicking Mario's Super Star effect from the NES would require hundreds of sprite sheets and some sort of giant table.

One reason I made Echodream was my desire for an engine that could do palette indexing. Unlike the old consoles, Echodream isn't limited to palette indexing - it can also render textures directly without using color palettes. But I wanted the ability to faithfully recreate the retro aesthetic, so I made an engine and toolset that could.

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