12-20-2018, 08:43 PM
Man, I haven't touched these since early August last year.
As I mentioned at some point previously, in perhaps different verbiage, I undertook a search through the game as to when the enemy, ring and HUD palettes shift based on certain points in the stages. This essentially is everything, minus a few discrepancies which I can address:
Ball Shooter's hit palette doesn't change.
Big Arms' hit palette isn't there because I was too focused on getting the Flash Cycle from the following cutscene, and someone was playing the Spyro trilogy nearby.
The ending versions of these are excluded because, much like the first one under Angel Island Zone, they don't adhere to containing a palette for the rings or HUD because, well, you don't see one at those points.
Acquiring the Guardian's palette shifts in Sandopolis was what fuelled my investigation into the fade palettes.
Also, I'm going to be expanding on the Death Egg Act 2's background sheet (previously complete) after, having essentially played about 90% of the whole game to find all the above information, discovering that it too contains a Flash Cycle, at least until the "full white" part of the cycle seen in LBZ, MHZ and LRZ. The Flash Cycle then directly goes into the fade-out transition, negating the ninth to fourteenth frames so, much like how I intend to extract the post-boss transition from Marble Garden Zone, I'll leave anything that forcing the game out of pause into a palette chart instead of a full visual rendition.
As I mentioned at some point previously, in perhaps different verbiage, I undertook a search through the game as to when the enemy, ring and HUD palettes shift based on certain points in the stages. This essentially is everything, minus a few discrepancies which I can address:
Ball Shooter's hit palette doesn't change.
Big Arms' hit palette isn't there because I was too focused on getting the Flash Cycle from the following cutscene, and someone was playing the Spyro trilogy nearby.
The ending versions of these are excluded because, much like the first one under Angel Island Zone, they don't adhere to containing a palette for the rings or HUD because, well, you don't see one at those points.
Acquiring the Guardian's palette shifts in Sandopolis was what fuelled my investigation into the fade palettes.
Also, I'm going to be expanding on the Death Egg Act 2's background sheet (previously complete) after, having essentially played about 90% of the whole game to find all the above information, discovering that it too contains a Flash Cycle, at least until the "full white" part of the cycle seen in LBZ, MHZ and LRZ. The Flash Cycle then directly goes into the fade-out transition, negating the ninth to fourteenth frames so, much like how I intend to extract the post-boss transition from Marble Garden Zone, I'll leave anything that forcing the game out of pause into a palette chart instead of a full visual rendition.