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Sonic 1 sprites
Sonic 1 sprites





sonic 1 sprites

There is no code for a level select cheat. For the final version, a level select code is used instead (UP, DOWN, LEFT, RIGHT, A+START). Level select can be activated by pressing A+START on the title screen.Sonic’s palette on the title screen is slightly brighter in comparison to the final build.This is absent in the final version, even though it’s still present in the game’s code. The title screen has a “PRESS START BUTTON” prompt.The title screen lacks a trademark symbol.The “Sonic Team Presents” screen is completely absent.The SEGA scream is absent and isn’t present in the ROM. The prototype uses a standard SEGA title screen commonly used in other games.The proto is confirmed to be sourced from a UK Magazine of the time.The ROM header hasn’t been populated with game specific information yet.The SNES was more flexible in this regard: it had a 32,768 color palette (RGB555) with up to 256 simultaneously on one screen. The Genesis had 512 colors, but only allowed up to 16 different colors per sprite and only 4 such 16 color palettes on the screen at the same time. Still there are animation phases which reach the whole width of 32 or height of 48.Īnother limitation of that time was the available color palettes. Sonic the Hedgehog, for example, used a 32x48 sprite size, but the base frame is only 29x39. When you add more animation phases, you will usually need additional space, and it would be quite wasteful to use a larger spritesize for some frames just for a few pixels. When designing an animated character, it was important to not already fill the whole available size in the base frame. So spritesets of that era usually had grid sizes which were multiples of 8. But video memory was very limited, so it was important to not use more 8x8 blocks than necessary. Both systems also had a limit on the number of sprites it could draw every frame and also a limit per scanline. But in both cases that hardware only allowed sprites with width and height which were multiples of 8. The sprite design of that era was heavily influenced by the technical capabilities of that time.īoth the Sega Genesis and the SNES had specialized hardware for drawing sprites.







Sonic 1 sprites