48 lines
1.2 KiB
Plaintext
48 lines
1.2 KiB
Plaintext
Arcade Mode palette notes:
|
|
|
|
-- palette use:
|
|
-- 0: shallow sea blue (1)
|
|
-- 1: black (for sprites)
|
|
-- 2: dolphin shading
|
|
-- 3: azure water, maybe score display? (140)
|
|
-- 4, 5: keep default in sky layer (for emergency awakener)
|
|
-- 4 (underwater) is a deeper blue shade part of sea
|
|
-- 6: dolphin specular highlights
|
|
-- 7: dolphin white paint
|
|
-- 8, 9: unassigned, layer specific
|
|
-- 10: word primary (yellow 10?)
|
|
-- 11: word shadow (wood 132?)
|
|
-- 12: dolphin eye
|
|
-- 13: common sky color
|
|
-- 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.
|
|
|
|
|
|
Zonk Mode palette notes:
|
|
|
|
0: bg
|
|
1, 2: dark primary bg, primary bg
|
|
3: accent bg
|
|
4: keep default (for awakener timer); alt. accent
|
|
5: keep default; blending color
|
|
6, 7: keep default
|
|
8..11: fade-in colors
|
|
12: final shadow color
|
|
13: final accent color
|
|
14: final normal text color
|
|
15: final slow-fade text color
|
|
|
|
fade-outs are screen space palette changes on 12..15. |