53 lines
1.4 KiB
Plaintext
53 lines
1.4 KiB
Plaintext
Arcade Mode palette notes:
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-- palette use:
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-- 0: shallow sea blue (1)
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-- 1: black (for sprites)
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-- 2: dolphin shading
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-- 3: azure water, maybe score display? (140)
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-- 4, 5: keep default in sky layer (for emergency awakener)
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-- 4 (underwater) is a deeper blue shade part of sea
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-- 6: dolphin specular highlights
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-- 7: dolphin white paint
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-- 8, 9: layer specific
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-- sky:
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-- 8: bright cloud shadows (15)
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-- 9: light gray for clouds (6? 13? 134?)
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-- 10: word primary (yellow 10?)
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-- 11: word shadow (wood 132?)
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-- 12: dolphin eye
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-- 13: common sky color
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-- this is a reassignment candidate but means I will never do
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-- the "sunset palette cycle" thing
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-- 14: dolphin primary color
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-- 15: highlight white (all layers)
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--
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-- dolphin colors are different
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-- between zones; correlated.
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-- wave, text, and black colors
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-- are the same between zones.
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-- other colors are for
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-- elements that only ever
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-- appear in one zone.
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--
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-- TODO: consider changing sky
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-- colors in different stages;
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-- document what colors those
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-- are (nrm_pal) if so.
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Zonk Mode palette notes:
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0: bg
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1, 2: dark primary bg, primary bg
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3: accent bg
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4: keep default (for awakener timer); alt. accent
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5: keep default; blending color
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6, 7: keep default
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8..11: fade-in colors
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12: final shadow color
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13: final accent color
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14: final normal text color
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15: final slow-fade text color
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fade-outs are screen space palette changes on 12..15. |