Pixelation

General => General Discussion => Topic started by: Mnots on May 11, 2016, 08:33:53 pm

Title: Extracting a Color Pallet
Post by: Mnots on May 11, 2016, 08:33:53 pm
I'm looking for Symphony of the Night's full color pallet. Haven't been able to find it online, yet. I've been going through every available sprite sheet, pulling out each pallet there, but it's somewhat painstaking and I'm sure I'm missing some colors that way.

Anybody know where I can find the full pallet?
or where/how I can easily extract the full pallet from sprite sheets?
Title: Re: Extracting a Color Pallet
Post by: Probo on May 12, 2016, 02:19:31 pm
I imagine the overall palette for SOTN is huuuge, maybe thousands of colours. would be interesting to find out actually. do you just want sprite palettes though? because the backgrounds are where most of the colour will come from, and theres also 3d elements in the bg too so youd maybe want their textures?

try places like spriters-resource.com for the sprites, and vgmaps.com for the levels.

edit: most thorough way would be to rip all the sprites and tiles and textures from a disc or ISO yourself though.. theres programs to do that kind of thing but I don't know much about it
Title: Re: Extracting a Color Pallet
Post by: Mnots on May 12, 2016, 03:24:36 pm
I have all the sprites and background sheets downloaded that I've been able to find. I don't think there's much (if anything) missing in them in comparison to the game.

I'm not sure how large the overall pallet is, but I know that the backgrounds and sprites share a lot of colors, from what I've seen so far.
Title: Re: Extracting a Color Pallet
Post by: Kasumi on May 12, 2016, 04:13:11 pm
Man. Nuking this post. Had Symphony of the Night confused with one of the GBA ones :(

tl;dr, may just write a program that can create a palette from all the images you have at least, because I'm having trouble finding one that could do that for >256 colors. (Imagemagick may help you if total colors are <1024.)

But extracting palettes from a game is not something you can do very automatically, unless someone has already done the reverse engineering work. Depending on the hardware some emulators might display the palettes to display the current scene (because the hardware would need that info to display it) but that doesn't reflect how the game stores the palette, or where, or how many colors.

Edit:
I kinda wonder how much of it is here:
(http://i.imgur.com/SHQ8ui4.png)
This is what is seen in NO$PSX (http://problemkaputt.de/psx.htm) in the first gameplay section, but it's probably not all of it, and parts of it are animated. I would probably not expect to get all of it, even this is quite a lot of colors. 1822 unique.

Edit2: The above image is scaled wrong. So... here's this:
(http://i.imgur.com/Tcfm3cZ.png)
But it's over 2,000 unique colors now and that's probably not all throughout the game. So it's gonna end up as far too many to be useful I think. There are also colors in the scene that aren't in that set, so who knows.
Title: Re: Extracting a Color Pallet
Post by: Mnots on May 12, 2016, 07:48:36 pm
Man. Nuking this post. Had Symphony of the Night confused with one of the GBA ones :(

tl;dr, may just write a program that can create a palette from all the images you have at least, because I'm having trouble finding one that could do that for >256 colors. (Imagemagick may help you if total colors are <1024.)

But extracting palettes from a game is not something you can do very automatically, unless someone has already done the reverse engineering work. Depending on the hardware some emulators might display the palettes to display the current scene (because the hardware would need that info to display it) but that doesn't reflect how the game stores the palette, or where, or how many colors.

Edit:
I kinda wonder how much of it is here:
(http://i.imgur.com/SHQ8ui4.png)
This is what is seen in NO$PSX (http://problemkaputt.de/psx.htm) in the first gameplay section, but it's probably not all of it, and parts of it are animated. I would probably not expect to get all of it, even this is quite a lot of colors. 1822 unique.

Edit2: The above image is scaled wrong. So... here's this:
(http://i.imgur.com/Tcfm3cZ.png)
But it's over 2,000 unique colors now and that's probably not all throughout the game. So it's gonna end up as far too many to be useful I think. There are also colors in the scene that aren't in that set, so who knows.

o_O

Well, damn. I wasn't visually able to spot the subtle differences in the colors, but I see what you mean now. Guess I'll be scratching the idea of using that pallet for my game. haha
Title: Re: Extracting a Color Pallet
Post by: Ai on May 16, 2016, 01:04:34 am
@kasumi:
GMIC (http://gmic.eu) can do that (look up '-colormap'). I've tested it with 100k-ish colors.