sky2 wrote:Yeah, something like that. Graphics with grayscale hue, and you're able to change any of the gray shade to any color you want. It will save time spent on replacing every graphic just to make recolored tileset, and, as I said, it can be linked with that internal editor.
For example, there would be a global palette editor, for changing colors in the whole config/episode, and level palette editor, which will only change colors on specific level.
So basically, a default SMBX-Extended config will use only grayscale images. But they are colorised ingame because of the palettes, which would be fully configurable, and able to save to file (something like "snow.pal" or "night.pal") and load on another level. Of course this needs much researching and planning to make it fit with the internal gfx editor mentioned by Squishy Rex, but it will be nice to see it implemented.
Palettes are my idea, internal editor is Squishy Rex's idea, but I think connecting these will make more functional and customizable internal gfx editor.
In the config will be mixing: colored sprites and sprites with palletes using. Also, I think to use palletes and for recoloring without replacing exists image. I.e you selecting color on the sprite and this color will be repainted while GFX is initializing.
And I have ables to made pallete system now, it is easy:
pallete is a list of original colors and colors which will be replaced, or definition of color range (replace gray-scaled into something shade, etc.).
Pallete creator I think, will make with capturing colors from original image for easy getting of colors for replace.
Pallete will be applied while image for this item is loading:
- because I made mask system, I have some internal image converter which creating target image into ram and this image is displaying on screen.
- I can add "pallete applyin" into this converter, and into the RAM will be loaded the recolored by pallete image.