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8-bit suggestion

9 replies · 2,793 views · Started 20 May 2007

So, Let's say that you want to take, say a keese sprite, put it in 8-bit mode, and give it colors from both cset7 and cset8. But let's say you also want a keese that that takes colors from 8 and 9, and the bad part is, there's no space left on that page! Would it be possible to implement a way to advance 8-bit csets?

I'm not sure what you mean. Like, you need more room on the page for tiles, or...?

No, a way to change csets of a tile in 8-bit mode. So if you have an 8-bit sprite that uses colors from csets 7 and 8, you can change it like you cold any other non 8-bit tile in the combo editor.

No. While editing combos, there is a box marked cset2 right? Well, I would like it if this could be used on a tile in 8-bit mode.

I am a little confused on what you are trying to say. But that reminds me of a suggestion that no one commented on:

http://www.armageddongames.net/forums//thread/96416/

Okay so as we all know. Cset 2-4 and 9 change depending on the pallete number you are on. Well I think it would be cool if there was a rule where you can pick which Csets change. For example, if you had that option, when Link enters a dark room, you can change all of the sprite colors into a darker shade. So that your sprite actually goes with the dark pallete.

This would also make a lot of things easier as it is hard to only have 4 csets to work with that change.

Would something like that help you out?

I don't think I can explain it better. Sorry.

I'll just try one more time I guess.

I was thinking, that in the combo editor, you can use the cset2 function to change the csets used in the tile. So, say you have custom 8-bit sprite that uses csets 7, 8, and 9 right? If you type "1" in the cset2 box in the combo editor all colors will be moved up one cset. All colors in cset 7 will become part of 8, all colors in 8 will become their equivalent colors in 9, and 9 will become 10. Simple. (I just wasn't clear enough I guess.) While not much use if you don't care about organizing your tiles, It can be useful for freeing up space.

Zonhin wrote:I don't think I can explain it better. Sorry.

I'll just try one more time I guess.

I was thinking, that in the combo editor, you can use the cset2 function to change the csets used in the tile. So, say you have custom 8-bit sprite that uses csets 7, 8, and 9 right? If you type "1" in the cset2 box in the combo editor all colors will be moved up one cset. All colors in cset 7 will become part of 8, all colors in 8 will become their equivalent colors in 9, and 9 will become 10. Simple. (I just wasn't clear enough I guess.) While not much use if you don't care about organizing your tiles, It can be useful for freeing up space.

Uhhhh....

So you want 8-bit mode to let you use more than one CSet on a tile?

8-bit mode lets you use ALL colors in a palette. Why would you want it to do that? That makes it less useful.

I understand what he is wanting. He wants it so that the CSet value for an 8-bit combo (and I guess the CSet2 value as well) shifts the colors of the pixels by 16 colors (1 CSet). Right now, combos that use 8-bit tiles ignore the cset value so you can't do palette tricks. So, basically, if you have an 8-bit combo that uses colors from csets 2 and 3 and want one that looks the same but uses colors from csets 3 and 4 instead, you have to use entirely different and recolored tiles. You can't just change the cset.

Oh, I understand it now. Though, it seems like a LOT more work for something you can already do. I mean, we have hundreds of tile and combo pages, and it isn't hard at all to edit a section of the tile to achieve the same effect