Palettes Questions
#1
Ok, to explain my question here's a classical example of compressed graphics:

[Image: example.png]

Now I know you can import the palette with a savestate at the exact moment where the tile(s) is/are used but the palette differ and is only good for the few colors that the tiles has. Here's some palettes for the graphics in this example:

shield palette: [Image: shield_pal.png]

dog block palette: [Image: dog_pal.png]

swords palette: [Image: sword_pal.png]

capes palette: [Image: cape_pal.png]

numbers palette: [Image: number_pal.png]

I could go on like that for every different graphic that there is on this 128x128 range. I tried to make a yellow/orange shield using the shield palette (colors B2, B3, B4, B5) but it ended up being grey/blue/white in game. So how can you use the color on the palette outside the one that are used for the graphic? How can I know which color is what in game outside the ones that are specific for the graphic?

My second question is: Where are the palettes of all those special graphics (compressed and not compressed) outside regular sprites, monster sprites weapons and tilesets? I have a very detailed ROM map but not all the palettes locations has been identified in detail. Has this info been documented or do we have to search in those part of the ROM where the ROM map says something like this:

Code:
126200    1270FF    PAL    No    Palettes (120 palettes)
12F040    12F0FF    PAL    No    More Palettes
12F120    12F1FF    PAL    No    More Palettes
26F400    26F63F    PAL    No    Palettes
029994    029A53    PAL    No    Palettes - 6 palettes, 16 colors each

Enough palette questions for tonight! Laugh
Reply


Messages In This Thread
Palettes Questions - by madsiur - 03-30-2012, 09:33 PM
RE: Palettes Questions - by Zeemis - 03-31-2012, 01:17 PM
RE: Palettes Questions - by madsiur - 03-31-2012, 01:36 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)