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Uzebox Sprites by DragonDePlatino Uzebox Sprites by DragonDePlatino
October 2016

There's this neat homebrew console based off an AVR microcontroller called the Uzebox. It uses an 8-8-4 RGB palette with a total of 256 colors. It feels a little too limiting to develop on but the sprite restrictions are pretty neat. Here's a few characters I made to test out the palette.
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Jubatian Featured By Owner Aug 25, 2017  Hobbyist General Artist
Nice sprites, maybe even some of the people coding for the box would gladly accept the contribution of graphics assets! :) I am too a developer, although I think I manage rather well on this department, well, just hope so with my game demo (Flight of a Dragon). Usually it isn't the colours, rather the 60K ROM size is the main limiting factor, which fills up easily with 8bpp material!
DragonDePlatino Featured By Owner Aug 26, 2017
I remember seeing your game! It's very pretty and the animations are great!

I wanted to try uzebox development but I couldn't find any modes which had exactly what I want. But looking back at the wiki, I think I could give some of these a shot! I have a lot of projects going on right now but if I ever make more uzebox assets I'll make sure to show them off on the forums. :D
Jubatian Featured By Owner Aug 26, 2017  Hobbyist General Artist
What kind of video mode would you like? :)

Just mentioning. I have some unpublished video mode designs, if you need something, I could possibly make it, or tell if the hardware is incapable to do it. For example if you would like something like you have on Curses Vector Preview, although currently there isn't a really suitable mode for it, but it is perfectly possible, and those are not even very complex modes. So if you have a game in mind with such graphics, I could build a suitable video mode for it.

Using square pixels, 320x224 is the highest resolution (but edge columns might not be visible on some TV sets), which is 40x28 if you used 8x8 tiles, 40x18 for 8x12 tiles, 26x12 for 12x18 (the higher resolution set). Modes with vertically taller pixels are possible for up to 480 pixels (1:1.5 pixel aspect ratio). Attribute mode (where you specify the background & foreground colours for each tile) is also possible (even though currently there isn't such a mode in the list, just nobody needed it), of course some limitations are present on how you can combine features. If you have any idea, just tell, I can easily say whether it would work out.

(Modes with sprites which are possible on the hardware are already mostly covered, there is no much to go further there. A newer hardware also has an SPI RAM chip adding 128Kbytes of slow memory which could also be exploited, there are some demos for it on the forum)
DragonDePlatino Featured By Owner Aug 28, 2017
Admittedly, I would not have a lot of time to dedicate to an uzebox project even if an appealing mode were available. But the one I had in mind would be something closer to Nintendo hardware like:

* 240x160 resolution.
* Choice of vertical-only or horizontal-only scrolling.
* Background built of 8x8 4bpp tiles, 256 available.
* 32 onscreen sprites with 4bpp color.
* 16 colors available for background, 16 for sprites.
* Sprites can be flipped on X axis and overlaid.
* Horizontal interrupts for things like SMB3 GUI.

Outside of projects like my roguelike tilesets like this, I am generally not interested in games lacking sprites.
Jubatian Featured By Owner Edited Aug 29, 2017  Hobbyist General Artist
Nice style there!

Of these constraints, the 160 pixels vertical resolution is which is not possible to achieve the way I imagine you would like it (square pixels). The current Mode 3 and Mode 13 is capable to have 240 x 160 pixels, with about 1.3:1 pixel aspect ratio (which would mean a "widescreen" letterboxed canvas on a 4:3 target). The vertical resolution is fixed at 200 - 224 pixels due to the NTSC video standard the system must adhere.

The closest mode to your specification is a video mode I have in sketch: it has 128 4bpp background tiles plus 64 1bpp bg. tiles (so combined there are 192 bg. tiles), and you could likely have the 32 4bpp sprites with it (sprites on Uzebox are a little different than on other old systems with dedicated video, there is no hard upper limit to the sprite count, rather the amount of tiles the sprites can cover, which for this mode is 64). The 16 color palette is shared, but there could be an option to change it, and to create arbitrary horizontal splits. My Flight of a Dragon game uses these features: the top status bar is a split, an 1bpp mode with a different palette, while the sky outside of the cave is done with reloading a palette color for every horizontal line: that game is a good showoff for what is possible, it uses a 192 pixels wide mode though. So that game's video is also (mostly) possible at 240 px width, the mode is just not completed yet.

(EDIT: There is another wicked mode which already mostly exists, at 288 x 224, almost square pixels with sprite capability, but 2 bits per pixel. It is used in Chickens in Choppers and Tornado 2000, the author prefers vector graphics, but this is actually a similar sprite capable mode with an 1bpp underlay fetched from the SD card in real-time)

Anyway, no problem! Sure coding isn't easy :) (There are people there though who might like to work with someone creating graphics)
VitaminLiam Featured By Owner Jul 17, 2017  Hobbyist Digital Artist
Aw, they're adorable! This is very well done!
Cyberguy64 Featured By Owner Jul 16, 2017  Student Digital Artist
Nothing like self-imposed restrictions to make you think outside of the box.
proteo47 Featured By Owner Jul 16, 2017
I find them really cool !
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July 16, 2017
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