colors for arcade mode. they're all weird

This commit is contained in:
Kistaro Windrider 2024-02-04 18:36:02 -08:00
parent 8c0b369339
commit cde36e2cf9
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -446,26 +446,38 @@ function arcade_level:landing_splash(x, force, harder)
-- TODO: sfx, vfx for landing from a jump -- TODO: sfx, vfx for landing from a jump
end end
-- dolphin sprite states: -- palette use:
-- spr args -- 0: shallow sea blue (1)
-- hitbox offset; it's always -- 1: black (for sprites)
-- some fixed size (trying to -- 2: dolphin shading
-- figure out what that size is) -- 3: azure water, maybe score display? (140)
-- multiple sprites: do the -- 4, 5, 6: unassigned, layer-specific
-- entire thing as multiple -- 7: dolphin highlights
-- sprites, or only the tail? -- 8, 9: unassigned, layer specific
-- single sprite is bigger on -- 10: word primary (yellow 10?)
-- the sprite sheet but easier -- 11: word shadow (wood 132?)
-- to render. -- 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 = { game_nrm_pal = {
[2]=2, [0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
[7]=7,
[14]=14,
} }
game_uw_pal = { game_uw_pal = {
[2]=130, [0]=1, 0, 130, 140, 4, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
[7]=13,
[14]=141,
} }
identity = { identity = {
[0]=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 [0]=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15