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CSet 0 colors 5,6 8-bit. 798

12 replies · 3,023 views · Started 13 June 2008

In the tile pages these colors appear much darker than they actually are in game or in the tile editor. Very minor. Slightly annoying.

When I took a screenshot in ZQ and opened it in graphicsgale, it had saved those errors also. Link is in my sig, first one.

I meant colors 6,7. :P

User posted image

Again, this only appears in ZQ, not in the player, and not while in the tile editor in ZQ. Still annoying nontheless.

I tried this myself, and I could not reproduce this either (using build 798, since that is the build this bug was found in.) I checked the colors specified using RGB Flop, and the colors were the same values in both the tile editor and the tile pages. Gleeok, is Grikarugun the quest you found this in? Obviously I can't test this bug in that since that quest is passworded 😛, do you have another quest where you noticed this problem as well?

I can verify that this does still occur as of the newest released build. It only occurs though in certain level palettes, which is why it might not be showing up in ZC since the areas the player is in might not be being affected. In my case it is aggravating since those two colors are integrated into my life gauge and in the level palettes that are affected, the colors black out on me leaving an odd looking graphic for the life gauge pieces. From what I can tell so far, it occurs in the level 001 palette, the level 005 palette, the level 007 palette, the level 009 palette, the level 00E palette, the level 00F palette, and the level 01B palette. There may be other palettes and colors that are affected as well.....

**Edit: I checked this up to level palette 25 and only found the problem with colors 6 and 7 in the CS 0 slot of the aforementioned level palettes listed above. If there are issues beyond LP 25 though I wouldn't know without testing it.....

The last beta I used was 798 so I haven't tested this in newer versions. 100% sure there is a bug in there somewhere, as It happened in another quest file a while back. Not gonna be able to test this right away though. sorry. I can make another thread later on If it comes up again.

Godspeed palette bug.

Yeah.

...Preparing for data transfer ....

....

...transference complete.

Goto graphics->main palette and look at cset0. Then veiw graphics->tiles and click on a tile.

For some reason every time I've encountered this it's only with CSet 0.

My inclination on a cause of this seems to want to point to the cset grabber, which makes sense considering that should be one of the only times color data is written, and this bug also occurred when I was working on the megaman tileset way back when, where mostly all of what I was doing was grabbing tiles and csets...but that doesn't really add up to well. All this is purely speculation of course.

You can still veiw the bug from my last post. It also might be an allegro bug.


...transference complete.

Goto graphics->main palette and look at cset0. Then veiw graphics->tiles and click on a tile.

For some reason every time I've encountered this it's only with CSet 0.

*Feels stupid for not seeing this thread a month ago*

I can confirm this bug, and I may know what the problem is and the fix. If the bug is what I claim it is here, then its one of those "Thats what was wrong? Thats stupid!" bugs.

Under the animation quest rules is the rule "Interpolated Fading" that will change the palette window slightly. When checked, it gives you access to a "cycle" button. In short, this opens the palette cycle menu where you can make your level palettes cycle through colors (create a glowing palette for lava levels for example). Apparently, the default template had set a few values in the third column in those aforementioned level palettes that caused CSet 0 to have colors 5 and 6 cycle to a new color. I figured this out when older quests where I made a custom CSet 0 didn't have this problem, and when I tinkered around with the palettes and noticed the two colors were correct for a split second. Since the problem was incorrect data for my purposes, I didn't label the issue as a bug. Didn't realize it had a whole thread about it.

Edit: I just tested this in build 976. Just as I thought, there is unusual palette cycle data in some of the level palettes in the default template. To easily fix the problem, simple check "Interpolated Fading" under the animation quest rules, open the problematic level palettes, click cycle, and replace the values in the third column with 0s.

For Developers: If there is no purpose of those palette cycle values in the default template, then make them all 0s by default. If there is a reason for them, then I'm curious what it is.