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Shared Palettes + Palette Organization

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I changed the blues and red on row 7 a little, they're brighter blue and red. I added shared sprite palettes this time. Row 9 has 7 shades of gray plus black and white for all our grayscale needs, plus 6 rainbow colors at the end for things like dry bones shoes, thwomp faces, time lift indicators and other stuff if need be. Rows A-D all have 5 shades of colors for the yellow, blue, red, and green, plus each row has 3 shades for the oranges those sprites use. Then the rows also have 5 colors for brown, purple, orange and cyan. The orange may be scrapped in favor of another midtone.

Gotta run to a bus right now so leave some comments on this update.
IF we do that, we can make all the graphics super freaking detailed. A.K.A. all the graphics people will have to re-do their graphics with some more detail keeping these pallettes in mind. I'm sort of in favor for it, it will upgrade the graphics almost tenfold.
Your layout has been removed.
A lot of sprite graphics have been made using the original palettes. And I mean a lot. We should keep it the way it was, but atleast improve the colours. Changing object palettes is fine, becuause we haven't made many object graphics.

Originally posted by foop2164
A lot of sprite graphics have been made using the original palettes. And I mean a lot. We should keep it the way it was, but atleast improve the colours. Changing object palettes is fine, becuause we haven't made many object graphics.

I support this. MOST of the game's sprite graphics have been replaced already and rearranging the colors would ruin TONS of hard work. If you want to change colors some fine, but keep them mostly thr same. DOn't go moving spots that were red to being blue. And don't turn a dark blue into a light blue. Keep them 99% the same if you must change them at all.

Extras



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

Advertising Space

I'm against the sprite palettes unless everyone is absolutely willing to redo all of their GFX to fit that palette. (Five colors isn't needed at all if you ask me.)

Block GFX I'm fine with, especially if it will help make used blocks look more different from Turn Blocks.



As suggested I rearranged the palettes so that they won't interfere with the colors sprites. Looking back I realize I forgot to revert the grays to normal... I'll finish up doing that but in the meantime, I've updated the image with proper grayscale rearrangement, now is this satisfactory?

(I wasn't really thinking about how the palette re-organization would cause people's graphics to break--an obvious oversight looking back. I guess I was thinking that if need be I could edit people's sprites to fix them.)

It's too bad we didn't do this from the start, before we started with global graphical changes. Something to keep in mind for SMWCP3 I guess, heh.
That looks good now. It's still going to be pretty semi-useless since there aren't that many sprites left, so meh #w{:<}
Your layout has been removed.
Well, it's not like we can't post up a new thread for it and say "hey, if you want to recolor your sprites to use these new palettes, feel free to do so." A lot of people probably won't but I think a few might. I'll do it with anything i create(d) for sure.
I took me a while to draw the sprites I made with just the regular SMW palette. That's quite too much for me. Sorry, but I'll stick to Nintendo's original SMW palette.
Like I said in the Global Graphics thread, you have my approval on that. The only graphics I think we'll need to recolor are the Munchers and the ON/OFF switch .. the rest should hopefully work out.
You should include original smw color 53 in those palettes somewhere.
Its handy for shading stuff
If that remains the new palette of the hack, then I should change my Thwomp's eyes.
Edit: It's done already.
Originally posted by Boingboingsplat
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.

Using only trial and error I figured out that this code [EDIT] I actually asked fusoya for some info. Therefore it wasn't ALL trial and error
org $01BE0B
db $1C
db $E2
Moves the Layer 3 palette to the top row.

Anyways, if you check your or my address in any hex editor you'll notice that there's a lot of space before and after the message box code. So it's hard to miss.

(I'd recommend having a completely new system for message boxes though.)
Originally posted by UMA
You should include original smw color 53 in those palettes somewhere.
Its handy for shading stuff

There's really no place to put it and making it the lightest shade of brown then trying a gradient didn't look very good. Color 6,F is close enough I'd think, though it's not on the green palette like 5,3 was.
Originally posted by flareblade26
IF we do that, we can make all the graphics super freaking detailed. A.K.A. all the graphics people will have to re-do their graphics with some more detail keeping these pallettes in mind. I'm sort of in favor for it, it will upgrade the graphics almost tenfold.


I can reshade the graphics already in the ROM if this would help.
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