AuthorTopic: Feature 05 - Generic 16 color palette  (Read 201061 times)

Offline Lee N

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Re: Generic 16 color palette

Reply #50 on: June 22, 2007, 03:00:44 pm
We need more people to explain this.

Well, no one can ever say that people on pixelation aren't helpful.. need an explanation? here are five!  :D

Offline LoTekK

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Re: Generic 16 color palette

Reply #51 on: June 22, 2007, 03:06:42 pm
Ah ha! I understand the concept of a key color that will be used as the transparent color, having used this in different contexts, both 2D and 3D, but I had always been under the impression that if sharing a palette among different assets, the key color/palette position would also be shared. Thanks for clearing that up. :)

Offline ptoing

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Re: Generic 16 color palette

Reply #52 on: June 22, 2007, 03:42:56 pm
Also you do not even need to use a colour for the transparency, meaning you can use all 16 colours on a sprite.
You could just make 1bit maskimages which correspond to what is transparent and what not in a game.
Afaik they did stuff like this a lot on older systems without hardwaresprites


« Last Edit: February 28, 2008, 11:57:33 pm by ptoing »
There are no ugly colours, only ugly combinations of colours.

Offline LoTekK

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Re: Generic 16 color palette

Reply #53 on: June 22, 2007, 03:56:12 pm
Ah, right, I completely forgot about alpha masking. Doh.

Offline Arne

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Re: Generic 16 color palette

Reply #54 on: June 22, 2007, 05:01:59 pm
Utopia, which I ripped gfx from just the other day, used a mask of some sort (5bp+a mask). Here's a screen, using the RetroSpec Ripper:



(I made a duplicate palette (index 32-63) so I could see the stuff correctly in 6bp mode, but in the end I had to write my own ripper cuz I needed to rip using some header variables for image heights)


As for my 16 color palette project, I'm just treating it as an optimization problem. I will use it for my handtop which I will travel back in time to launch. It has my 16 color palette, 4bp per sprite + 1bp opacity mask, or something like that. Not necessarily a speccy but I made the mockup today so it'll have to suffice as an illustration.


« Last Edit: February 28, 2008, 11:57:48 pm by ptoing »

Offline LoTekK

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Re: Generic 16 color palette

Reply #55 on: June 22, 2007, 05:20:39 pm
That handtop mockup is awesome. I'd hit it! :D

Thanks for that breakdown diagram, btw, as well as that entire page of sprites. Should serve as some nice reference.

Offline Lee N

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Re: Generic 16 color palette

Reply #56 on: June 22, 2007, 05:20:55 pm
I will use it for my handtop which I will travel back in time to launch.
Is that before or after you have travelled to the future to launch your time machine? Wait.. time travel is confusing.    >:(???

Seriously though, sweet handtop.
« Last Edit: June 22, 2007, 05:24:15 pm by Lee N »

Offline Arne

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Re: Generic 16 color palette

Reply #57 on: June 23, 2007, 11:24:32 am
Is that before or after you have travelled to the future to launch your time machine? Wait.. time travel is confusing.    >:(???

I did it before after before before after before... I think.


My palette was a bit dark and gray, so I took the bull by the horns and curved the mid and brights up a ton.
new v16 ----------------------------------------------------------------------------------old  v15
« Last Edit: February 28, 2008, 11:58:13 pm by ptoing »

Offline Helm

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Re: Generic 16 color palette

Reply #58 on: June 23, 2007, 11:39:54 am
The near-white gray is so near-white, might as well make it white. Why not?

Offline LoTekK

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Re: Generic 16 color palette

Reply #59 on: June 23, 2007, 12:08:33 pm
Hmm, Jonlan... Laser Squad? :D
I think the higher key seems to be working (which also nixes my earlier comment about Helm's palette), at least after looking at the images on a DS screen, which has a fairly narrow viewing angle beyond which the colors get a bit washed out.