08-24-2024, 03:46 PM
(This post was last modified: 08-24-2024, 03:46 PM by Barack Obama.)
Context:
The game has a sepia-coloured cutscene with unique sprites, which only use palettes with max. 12 colours including background.
Needed are 16 colours, so I tried to fiddle around my recolouring tools, even other emulators to be able to edit the palette.
Then I noticed that you can choose to not use the cg ram in the tile viewer of bsnes-rawpalettes, which enables a greyscale palette with 16 colours.
While the palette itself is not visible, I can easily grab a certain greyscaled sprite and recolour it with a coloured version from another location in the game.
This took way longer than neccessary, but I got the sprites I wanted.
The game has a sepia-coloured cutscene with unique sprites, which only use palettes with max. 12 colours including background.
Needed are 16 colours, so I tried to fiddle around my recolouring tools, even other emulators to be able to edit the palette.
Then I noticed that you can choose to not use the cg ram in the tile viewer of bsnes-rawpalettes, which enables a greyscale palette with 16 colours.
While the palette itself is not visible, I can easily grab a certain greyscaled sprite and recolour it with a coloured version from another location in the game.
This took way longer than neccessary, but I got the sprites I wanted.