Samer wrote:It doesn't matter too much, just as long as coherence is in check.Nintendo's a "Corporation", so they have all the resources necessary to do things way more efficiently than we ever can.
Classic to me is like SNES era and below, these opinions are subjective. Some one could consider PS2 generation as classic since software/games evolve at an astonishing rate.
Don't feel bad man, I'm pretty sure Nintendo uses ideas from fan developers to improve their own IPs. No one, and I mean no one, in their right mind would make anything from scratch.
That's what Software Change Requests are for, they are used widely in the industry.
Edit: Granted they are properly documented and planned accordingly
In terms of 'classic' tilesets, I'd say anything NROM, NCROM, MMC1, or equivalent, in appearance. If the MMC3, MMC5, or those insane Mapper-90 chips could do it, or if it looks like something from the SuFami (or newer), it ceases to be a classic tileset. The real point of being a 'classic' tileset game, is if it uses the original NES/FC graphics, with, or without recolouring. if not, then you need to evaluate it based on the tileset design, where four-colour sets (e.g. Koten) fall into the 'possibly classic' category, but sixteeen-colour tilesets, do not.
If you want to base it on whether the NES/FC could do it, you should be aware that the physical HW capabilities of the system were never fully realised in any licensed game. Look at newer Chinese pirate games, and see for yourself. Even that Mapper-90 'Super Mario World' game will cause your eyes to explode... For the record, it is possible to display 410-ish unique colours, and it is technically possible to display all of them at one time.
Thus, if you don't want such entries to border on SuFami/SNES aesthetics, you should establish hard limits by the technology needed to display the graphics. MMC3 is a decent hard-limit, because it was the most common of the more advanced mappers; while MMC5, or Konami VRC6/7 would be an absolute limit for licensed games.
The tricky part, is educating users as to what the capabilities are, for the advanced mapper chips. Very fre ZQuest users will even comprehend the technical specs, to translate them into designing palettes, sprites, and layers.