From cde36e2cf9bd095e1c82e1d53ca28b08e206b6c8 Mon Sep 17 00:00:00 2001 From: Kistaro Windrider Date: Sun, 4 Feb 2024 18:36:02 -0800 Subject: [PATCH] colors for arcade mode. they're all weird --- vacation.p8 | 46 +++++++++++++++++++++++++++++----------------- 1 file changed, 29 insertions(+), 17 deletions(-) diff --git a/vacation.p8 b/vacation.p8 index 0a73e93..8800db4 100644 --- a/vacation.p8 +++ b/vacation.p8 @@ -446,26 +446,38 @@ function arcade_level:landing_splash(x, force, harder) -- TODO: sfx, vfx for landing from a jump end --- dolphin sprite states: --- spr args --- hitbox offset; it's always --- some fixed size (trying to --- figure out what that size is) --- multiple sprites: do the --- entire thing as multiple --- sprites, or only the tail? --- single sprite is bigger on --- the sprite sheet but easier --- to render. +-- palette use: +-- 0: shallow sea blue (1) +-- 1: black (for sprites) +-- 2: dolphin shading +-- 3: azure water, maybe score display? (140) +-- 4, 5, 6: unassigned, layer-specific +-- 7: dolphin highlights +-- 8, 9: unassigned, layer specific +-- 10: word primary (yellow 10?) +-- 11: word shadow (wood 132?) +-- 12: dolphin eye +-- 13: light splashy water (12), maybe sky? +-- 14: dolphin primary color +-- 15: highlight white (all layers) +-- +-- dolphin colors are different +-- between zones; correlated. +-- wave, text, and black colors +-- are the same between zones. +-- other colors are for +-- elements that only ever +-- appear in one zone. +-- +-- TODO: consider changing sky +-- colors in different stages; +-- document what colors those +-- are (nrm_pal) if so. game_nrm_pal = { - [2]=2, - [7]=7, - [14]=14, + [0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7 } game_uw_pal = { - [2]=130, - [7]=13, - [14]=141, + [0]=1, 0, 130, 140, 4, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7 } identity = { [0]=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15