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How did Mario Paint work around the limitations of the SNES?

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Thread replies: 9
Thread images: 2

File: Mario Paint.jpg (3MB, 2100x1551px) Image search: [Google]
Mario Paint.jpg
3MB, 2100x1551px
I've been messing around with Mario Paint quite a bit, and I can't seem to find any info on exactly how it works. You can put a dot of every colour and patern on the screen all at once. How does this work considering the hardware limitations of the system? Is it a neat workaround, or something simple? Anyone know?
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>>3230369
Now that I think about it, you're right.
How the fuck DID they do that?
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>>3230369
you are literally just adding color to a background image. what so impressive about that?
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>>3230432
OP mentioned how you can put a pixel of every color on the screen, so I believe he's perplexed about how it managed to work under the color limitation per tile as well as the maximum capacity of the palettes.
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I think it was innovative for consoles. Using a mouse was new wasn't it?
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It was innovative for consoles especially with mouse use
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>>3230369
You can put 16 colors in one tile on SNES, with 4 overlaying layers - and that's not getting into sprites. That means there's potentially 64 possible colors in a tile - and one tile is 8 by 8 pixels, 64 pixels. So technically it's perfectly possible for each tile to have different color. Running this shit probably wouldn't be very fast - but it's not a program, we don't have to worry about game logic running in the background and updating every frame. Once it's painted, it stays there until something changes.
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>>3231023
That makes sense, I figured it'd be something simple.
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File: 1459164993565.gif (13KB, 128x188px) Image search: [Google]
1459164993565.gif
13KB, 128x188px
>>3230369
it walked
Thread posts: 9
Thread images: 2


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