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Mario & Luigi
Playable Characters
Filesize 47.09 KB
Submitter Jermungandr
Format PNG (image/png)
Size 840x433 pixels
Hits 128,404
Comments 8

Click for Full Sized Image Mario & Luigi Click for Full Sized Image
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Nov 10, 2017, 12:05 PM
So… how does that relate to Super Mario Bros. 3?
Nov 10, 2017, 4:13 AM
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.
Nov 10, 2017, 3:02 AM
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.
Nov 10, 2017, 1:23 AM
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.
Nov 10, 2017, 12:14 AM
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."
Nov 9, 2017, 11:58 PM
@OffensiveLemon Um, no? I think you're thinking of every palette being limited to four colors, including transparent.
Nov 9, 2017, 10:15 PM
Wait... how are there eight different palettes for these sprites? The NES could only handle four...
Apr 13, 2016, 2:09 PM
Hammer Mario sliding down a slope:
Looks like this sprite is missing.

Edit: The level is called 6-10:
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