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Shared Palettes + Palette Organization

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Since we're getting into the meat of graphic designing soon, that being the tilesets, I think it's important to bring up the shared palettes and how we plan to organize the rows. If we're using sprite status bar, all 7 rows can be used without need to make concessions, correct? If that's the case, we should figure out exactly what palettes rows we want to dedicate to backgrounds, which ones to foregrounds, and the rest for other color gradients.

I suggest then keeping backgrounds on palette rows 0 and 1, foregrounds on 2, 3 and 4, and other color gradients for global tiles on 5, 6 and 7.

We should make it so blues and reds no longer share 5 color slots, instead having 5 shades of color each to play with. Yellows and browns should keep their normal row since I'm sure a lot of global graphics were drawn on it. They should also have 5 colors, same with greens.

I'd be willing to throw together a sample shared palette using the base rom. It might mess up some current global tiles since the paletting would be different but that's nothing some map16 and minor tile edits can't fix.

Also, excuse me if I'm jumping the gun/doing the unnecessary. It's just that the palette in Level 1 doesn't look much like a shared palette we'd be using the whole way, especially with as limited colors as we have on the reds and blues.
Yea, I agree that we should make the shared palettes now, especially before the major GFX making. Palette 7 definitely needs to be reorganized, So that pipes, for example, would look normal.

We gotta' do something with palette 6, as well. Even though it looks fine, the used blocks need to be brown or at least a different color from the yellow turn/question blocks to differentiate them better.

We could either put the necessary browns on a different palette or we could put them in the latter colors of palette 6.

I'll let you all come to a decision and then make the alterations necessary for the .bin. :3

EDIT:

Originally posted by FirePheonix
We should make it so blues and reds no longer share 5 color slots, instead having 5 shades of color each to play with. Yellows and browns should keep their normal row since I'm sure a lot of global graphics were drawn on it. They should also have 5 colors, same with greens.

I'm in complete agreement with this due to my ON/OFF blocks. Also, it'd just plain look better if we could have these color variants available for the pipes, as well.
If you guys want to take the current base ROM and compile suggestions for palettes that you'd like, I'll make any changes necessary. Since we'll be using p4plus2's status bar, that will free up a substantial amount of colors (including almost all of palette 0 and 1).
Exactly what colors will this free up?

Also, if we're having separate palette rows for red and blue, the ON/OFF blocks and the triangle blocks will have to be redrawn.
Originally posted by TRS
Also, if we're having separate palette rows for red and blue, the ON/OFF blocks...will have to be redrawn.

Don't worry, I'll take care of it when it comes to that. Though I'm hopeful that we can specify the OFF block to use a different palette from the ON (the two need to look similar while being distinguishable at a glance) because that was my intention when I initially drew them.


Here's an idea for palettes 5, 6 and 7. The main colors are green, yellow, red, blue, brown and gray, so they get 5 colors each. The orange, purple and teal are most likely going to be lesser colors so they only get three. Additionally, the orange gradients off from the darkest red so if we shift lava down to palette 7 we can have universally paletted lava, though it will require the shading on the lava to be reduced from 5 color shading to 4 color shading.

Also, I hate yellows because dark yellow = blegh. I left it alone for now because my attempts all turned out too orange.
@Mineyl: There doesn't appear to be any problem with the ON/OFF blocks in your first post of the graphics thread.

@FirePhoenix: Using up all of the colors for global palettes could possibly cause some problems with ExGFX. Plus with LM 1.82, you can't edit the last few colors of palette 5-7 unless you use custom palettes (which aren't shared).
The palettes look good like that, and I think we ought to use them.

That looks pretty good, FP. Nicely organized and easy to follow, and of course individual level creators can tweak it to their needs. I like it. :)

Also, I share your frustrations with the darkening of yellow. I usually go the orange route myself.

Originally posted by TRS
There doesn't appear to be any problem with the ON/OFF blocks in your first post of the graphics thread.

That was before I gave SNN the BIN files. I had drawn them in an external program and they weren't actually in SMW yet. :(
I think it would be cool if we had a fourth berry color that did something different.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

It can be blue and make Yoshi fly up into the air. Or it can be blue and do nothing.



In all seriousness, I like that choice of colors. Though it can't be shared, it can be used as a resource palette that designers should seriously consider with their levels. In any case, I'd like to see what changes would be made to the sprite palettes, if any at all.

I like that pallete shown, but I think that the "Blue" in pal 7 should be actual blue, not purple. That always bugged me in the orignal SMW.
My Hack
A Super Mario Adventure: The Adventure of Five
Status: Normal

Here is version 3 of my first music port
Link

Currently: Making my SMWCPII level

An SMW Central Production II level:
131 - Factory Castle
Originally posted by TRS
@FirePhoenix: Using up all of the colors for global palettes could possibly cause some problems with ExGFX. Plus with LM 1.82, you can't edit the last few colors of palette 5-7 unless you use custom palettes (which aren't shared).

I just saw this now. I realize that most of the colors I'm using are hardcoded to black on the shared palette I could see two workarounds. The first being, disable that hardcoding so shared palettes can use every color slot, and two being to just distribute this custom "shared" palette with the base rom and have people use it to base everything off of.
For a 3rd and last time I think that the pipe palettes should be organised in a similar way like this:

Why? You're saying they need 5 shades of color, I've provided that in a more ordered fashion. There's no need to organize around the flashing yellow because you can just turn it off.
There's a tiny thing I'm wondering if you've thought about... The message boxes.

Otherwise, really nice idea. I was able to get 2 palette rows free by using organized palettes, but if we're able to skip a whole row of silly Layer 3, we should be able to save three rows of graphics.
(Note that I wanted more palettes and therefore sacrificed berries when I was able to get 2 whole free rows)
Originally posted by DaxterSpeed
There's a tiny thing I'm wondering if you've thought about... The message boxes.

Otherwise, really nice idea. I was able to get 2 palette rows free by using organized palettes, but if we're able to skip a whole row of silly Layer 3, we should be able to save three rows of graphics.
(Note that I wanted more palettes and therefore sacrificed berries when I was able to get 2 whole free rows)

Message boxes use the sprite palettes, unless you guys decided to use a custom block for messages instead.

Edit: Wait I'm an idiot. You meant the layer 3 images. There's a way to change the properties of the text to change which palette the words use. Let me take a look...

Edit 2: Properties for he text box text is located at SNES address $03BC1B (PC 0x01BE1B), at least when I researched it. This may have changed since Lunar Magic. It used to be applied once the OW was edited. It might be in the same place unless there was changes in the way messages are written in Lunar Magic. (I'm out of the loop!)
We really only need two colors for the message box anyway, and whatever p4plus2 uses for his status bar (which, ideally, will be four at the most). If we just cram them in the top right corner of palette 0, that leaves everything else free to use.

We'll see once he finishes.
I like the way FirePhoenix organized the palettes. But, for palette 7, will it be the pink-ish and purple colors, or will it be changed to red and blue? Personally, I think that palette 7 should be red and blue, because I thought that the purple water was kind of ugly.
My Hack
A Super Mario Adventure: The Adventure of Five
Status: Normal

Here is version 3 of my first music port
Link

Currently: Making my SMWCPII level

An SMW Central Production II level:
131 - Factory Castle
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