I have came up with a theory that could be possible:
There is a possibility that I (or someone) can create a NES emulator enhancement. Modifying the PPU code, and turning 4-colors-per-4-palettes-2-times into 8-colors-per-2-palettes-2-times
There is one good thing I made up: There should be no modifications
to the palette size in the rom to make it work, as in it saves code changes
Mockups in text:
Each Palette rows (Represents Palette size) are shown (In singles: 1, 2, 3, 4) under the Palette Size markers (Where palettes fits, with multiple 1s, 2s, 3s and 4s)
OriginalSpritePalette | OriginalBGPalette
1111222233334444 | 1111222233334444
1 2 3 4 | 1 2 3 4
(Spr 4, Bg 4, = 8 x 2 = 16) without modifying PPU)
NEWSpritePalette | NEWBGPalette
1111111122222222 | 3333333344444444
1 2N 3 4N | 1 2N 3 4N
(Spr 2, Bg 2, = 4 x 4 = 16) with modifying PPU)
Note that it can be possible to disable the transparency in the single numbers with the N by it (the N represents disabled transparency) for colors to show up.
NOTE 1:
Also, Make sure you are using Tile molster, as it is the only working tool that supports ''3bbp (2bbp NES+1bbp PC)''. Because 3bbp = 8 colors
NOTE 2:
This is only for the PC and ported versions can be made for other platforms. But cannot be put of use for the NES system itself! as it is impossible that way.
NOTE 3:
This is only made just for FUN and it is for PC-ONLY NES hackers and developers like me. So do not excpect to put stuff like this in a NES cartridge!
This therory will support about 1/3 more Character ROM than the original ROM (3bpp instead of 2bpp), But CHR-Ram will not work unless you have the ASM source code of the NES game.
There is a possibility that I (or someone) can create a NES emulator enhancement. Modifying the PPU code, and turning 4-colors-per-4-palettes-2-times into 8-colors-per-2-palettes-2-times
There is one good thing I made up: There should be no modifications
to the palette size in the rom to make it work, as in it saves code changes
Mockups in text:
Each Palette rows (Represents Palette size) are shown (In singles: 1, 2, 3, 4) under the Palette Size markers (Where palettes fits, with multiple 1s, 2s, 3s and 4s)
OriginalSpritePalette | OriginalBGPalette
1111222233334444 | 1111222233334444
1 2 3 4 | 1 2 3 4
(Spr 4, Bg 4, = 8 x 2 = 16) without modifying PPU)
NEWSpritePalette | NEWBGPalette
1111111122222222 | 3333333344444444
1 2N 3 4N | 1 2N 3 4N
(Spr 2, Bg 2, = 4 x 4 = 16) with modifying PPU)
Note that it can be possible to disable the transparency in the single numbers with the N by it (the N represents disabled transparency) for colors to show up.
NOTE 1:
Also, Make sure you are using Tile molster, as it is the only working tool that supports ''3bbp (2bbp NES+1bbp PC)''. Because 3bbp = 8 colors
NOTE 2:
This is only for the PC and ported versions can be made for other platforms. But cannot be put of use for the NES system itself! as it is impossible that way.
NOTE 3:
This is only made just for FUN and it is for PC-ONLY NES hackers and developers like me. So do not excpect to put stuff like this in a NES cartridge!
This therory will support about 1/3 more Character ROM than the original ROM (3bpp instead of 2bpp), But CHR-Ram will not work unless you have the ASM source code of the NES game.