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 Expanding the Palette 
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Post Re: Expanding the Palette
Duh102 wrote:
The game engine is limited to 256 colors, but you can change which 256 colors through the palette.


Didn't work : :(


Sun Oct 04, 2009 2:17 am
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Post Re: Expanding the Palette
Duh102 wrote:
The game engine is limited to 256 colors, but you can change which 256 colors through the palette.
Except this is a localized solution. This is not something everyone can or will do.

There is no real reason for Data to not support "Millions of colors" like every other video game in existence. Hell, I think we can all settle for "thousands."

256 awful colors in a disarrayed organization. Give me a break.


Sun Oct 04, 2009 3:22 am
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Post Re: Expanding the Palette
Miles_T3hR4t wrote:
Also I'd like to point something out. I suggested rotating glows in that other thread. I now also suggest controlling how 'bright' glows are, because eventually it gets so bright it can hurt your eyes, its scary, so that it doesn't do that. Then you could make a solid-white sprite, and a matching glow, over-lap them and suddenly we'd have what is it 24-bit color?

you can change how bright glows are. theres a variable, effectstartstrength for that. just saying.
also no, it would be solid black. glows are additive.
ProjektTHOR wrote:
256 awful colors in a disarrayed organization. Give me a break.
they arent that disorganised actually. the title one is organised better though. 256 colours is for a more retro feel. the game is apparently rendered at 32bpp anyway, the palette is a choice of artistic direction. it will be improved, eventually, and at that point all of us will have to convert all of our sprites. i prefer a palette to >thousands of colours really, it makes spriting more conservative and cohesive. personal opinion.


Sun Oct 04, 2009 11:31 am
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Post Re: Expanding the Palette
I think it limits spriters much more than the small bit of good enforcing the style does.
Spriters should have any colors they want accessible. If they break the style with them, it's their fault.

If lag weren't a problem, I would say go to 32 bit RGBA, and forget the current glows.
But even 16 bit would be excellent in comparison to the unbalanced 8 bit palette we have now.


Sun Oct 04, 2009 5:56 pm
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Post Re: Expanding the Palette
the only lag that would occur would be determining atomgroups, idobelieve, but i think the main problem is how much rewriting would have to be done.


Sun Oct 04, 2009 6:57 pm
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Post Re: Expanding the Palette
well if its going to take alot of work we might as well get started right now. hell i bet if we got thte whole mod community in on this we could resprite most(all) of cc in no time and then we see if it has pleased thor enough for him to stop whining


Sun Oct 04, 2009 8:55 pm
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Post Re: Expanding the Palette
I think he meant Data's half of the equation. Also, I think there's a bit of a legal issue with letting the modding community work on his game, which is for profit.


Sun Oct 04, 2009 9:20 pm
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Post Re: Expanding the Palette
More than likely. Unless whoever contributed just "donated' their work to Data. Even then, all sorts of legal hijinks could ensue. Hijinks never "happen", "occur", or any other whatever type of word that is. They only "ensue". Ever.


Sun Oct 04, 2009 9:22 pm
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Post Re: Expanding the Palette
I suppose if Data released all sprites to date under some "modify away, with credit!" license, then we could turn them around and re-palette them... But this all precludes the fact that he could just write some auto-palette program and fix them himself.


Sun Oct 04, 2009 9:27 pm
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Post Re: Expanding the Palette
Duh102 wrote:
he could just write some auto-palette program and fix them himself.

And that is what he will most likely do.

It would be awesome if we could define extra palettes that will not interfere with the original palette.
So like, you have the standard palette.bmp, and you have palette2.bmp with extra colors that the base palette lacks.
Then, instead of ♥♥♥♥ up all the colors, CC will fill missing colors in palette.bmp with colors from palette2.bmp.

Though, i'm not even sure how that can work... But it could be pretty damn awesome.


Mon Oct 05, 2009 1:58 pm
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Post Re: Expanding the Palette
Ah, so that the lag of having a larger palette would only take place of CC detected an attempt to leave the palette, making an expanded palette more of a choice? Is that what you're getting at?


Mon Oct 05, 2009 3:27 pm
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Post Re: Expanding the Palette
Rawtoast wrote:
Ah, so that the lag of having a larger palette would only take place of CC detected an attempt to leave the palette, making an expanded palette more of a choice? Is that what you're getting at?


Pretty much yes.
Though I can't think of a way for that to work because of all the indexed .bmp stuff.


Mon Oct 05, 2009 5:04 pm
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Post Re: Expanding the Palette
From my extremely limited knowledge of how graphics work, and with a bit of help from Grif, I believe the performance drop would be in RAM, not necessarily processing. More memory per object loaded. That said, graphics engine experts, fire away and tell me whether I'm right or wrong or some combination of the two.


Mon Oct 05, 2009 5:11 pm
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Post Re: Expanding the Palette
Right, so the game would only experience the lag of having a larger palette, whether because of a strain on RAM or processing power, if it detected anything out of palette when the game starts up aaaah wait no nevermind. Checking every sprite for out of palette pixels would take forever. OH UNLESS CC only checked for out of palette pixels if you tell it to do so in the mod's ini! If it did find any out of palette colors, it would transfer them over to an auxillery palette which would lag the game down a ♥♥♥♥ ton, but that would be a compromise for the player to make. People with big juicy computers could do whatever they want.

All this would take up too much time, though, and I admit that I'd much rather just see the game done without it if it meant the game getting done even a day sooner.


Mon Oct 05, 2009 5:20 pm
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Post Re: Expanding the Palette
Extending the palette would likely come in the form of a larger palette size, rather than extra palettes.


Mon Oct 05, 2009 5:34 pm
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