Talk:Petit Computer 3/@comment-14600979-20140531162825/@comment-15296152-20140531213950

"Pallet concept is eliminated in Puchikon no. 3, graphics are 15bit color designation."

This is very tragic. Palettes are extremely useful. The waterfall background in MM2, for instance, is done via palette animation, changing only 3 colors in a loop fashion. The effect can be replicated with straight graphical data, but requires a lot more space for everything it animates. If I recall, there are 48-8x8 pixel tiles that utilize the same palette animation used for the waterfall, which take up about 1,536 bytes uncompressed while they are 4-bit form. The graphical data stays preserved, and only the palette row the tiles are assigned to get changed. With straight graphical data as 15-bit (technically 16-bit to make a full 2 bytes, but the last bit may be used to define transparency per pixel), I would require 18,432 bytes, 12x more space used. That is just for space. For the animation, I would have to reserve extra graphic space so I can copy these graphic cells into these slots (as this would create a global change to any tile using this special slot, rather than having to change the entire background one tile at a time), and do the actual copying, spending CPU cycles to do that. I hope this gives some insight as to why I do not like this change.