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In the early ’90s, animations required a lot of memory that just wasn’t available. So this guy (Mark J. Ferrari) did some amazing image work with just a single still that shifted the palettes instead of altering the image.
Even on limited platforms you can do more than you might think at first glance. This is a great example of it.
Really cool! If it's 8-bit color. Can we implement that into pokemon games?
That's interesting indeed. The problem would be that creating these "color-shiftable" images requires a remarkable drawing skill.
Also, those examples are 256 colors, if I'm not mistaken; a real 8-bit image (GB/C compatible) would require to be much less deep in color variety (no idea if this would cause drawing such images easier or harder..)
It would have to be 2bpp. This technique is usually used by NES games. However, some people used it on the GBC as well and impressed Nintendo. I forgot the source (it was a programmer interview along with a screenshot), but they had 16bit colors going on. Basically, you can program it so cleanly and tightly that you can control each pixel on screen with color, too. If you only need some shades, you can do it even faster and have it be playable. Check out the Stunt Car demo for DMG.
"River Raid" from 1982 used an interesting technique. It would use a starting seed for some kind of 'linear feedback shift register' to generate its terrain and circumvent the memory limitations at that time.