As far as the uploading is concerned, I'm going to do it somewhere between June 9 and June 23 (or June 30 if none of those days work out). That way, I'm clear of the end of the semester in May and will have had some reasonable amount of time to get some extra work done in anticipation and preparation of the uploading.
Anyway! Let's discuss Flash Cycles!
So, I went back to the Master Emerald sheet* to get it finished, and as I was working on it, learnt how the two types of Flash Cycles (Standard and The Doomsday Zone Sub-boss Explosion) explicitly differed, especially the ninth to fourteenth schemes.
*Finished in so far as you can see, but will likely have one or two more revisions prior to uploading.
The Standard Flash Cycle (SFC), as I've noted previously, consists of 14 different palette schemes - as it makes its way to the eighth set of schemes, which is when all color values are 238, each value, be it any of 0, 34, 68, 102, 136, 170 and 204, each add, per change in color, a value of 34 as the colors become lighter in fashion. If a part of the palette reaches RGB:238 early - for example, R:170, G:204, B:136, which would take a maximum of three full adjustments to reach RGB:238, then it remains at that final color through to the eighth scheme.
Schemes 9 to 14 work differently, and require the template above to explain. The RGB:238 needs to be returned to RGB:0, at least looking at the example template. This is simple with the color of RGB:0 (or black, if you prefer), since it can be simply worked out. A color with one or two values already at 238 with the other value starting at 0 can easily brought to RGB:238 and back again, it's just simply adding and subtracting by 34 each shift.
However, you must pay full attention to what is at the RGB:0 (starting) point, as there are several colors that already have a mix of values that are neither 0 or 238. It is also worth keeping in mind that it's easier to work backwards when developing the ninth to fourteenth schemes so you can better set the colors. But let's get to it.
To work out what the fourteenth scheme is first, you need to take a look at the values for the color in question. The highest value does not move, so if any value is 204, you're relatively safe for the most part, but all values for the ninth scheme must be RGB:204 in that regard (if one or two values are 238, then scheme nine must have 204 as a value). If the lowest value is 0, just add 34 to it. This is where it gets tricky. If you see the lowest value as 34, that means the color for the fourteenth scheme is the same as it is in the first scheme. If it's 68, then the first and thirteenth schemes match, and there is no need to adjust for the fourteenth.
Basically,
Lowest Value = 0, add 34
Lowest Value = 34, do not adjust for Scheme 14
Lowest Value = 68, do not adjust for Scheme 13 or 14
Lowest Value = 102, do not adjust for Scheme 12, remains the same until 14
Lowest Value = 136, do not adjust for Scheme 11, remains the same until 14
Lowest Value = 170, do not adjust for Scheme 10, remains the same until 14
Lowest Value = 204, do not adjust for Scheme 9, remains the same until 14.
Which leaves the part unexplained - the "middle value". Say you got R:0, G:102, B:204, and you want to chart Schemes Nine to Fourteen. The middle value here is 102. Here's how it would work out without a longwinded explanation:
R G B
Scheme 09 = 204 | 204 | 204
Scheme 10 = 170 | 170 | 204
Scheme 11 = 136 | 136 | 204
Scheme 12 = 102 | 102 | 204
Scheme 13 = 068 | 102 | 204
Scheme 14 = 034 | 102 | 204
Scheme 01 = 000 | 102 | 204
Using the RGB:0 to RGB:238 template above as an guide, the middle value ceases adjustments based on which grey color it corresponds with - with the charting out as explained, it stops third from the end. If the middle value is 170, then there are no adjustments needed from Scheme 10. But the lowest value must make its way to the middle value first before both progress together.
I hope that made sense because I really had no idea how to properly explain it. I kind wish I had one of those college lecture halls to better explain it.
The Flash Cycle, for now, I'll leave the template up but post the explanation later - I don't know the full rules for it.
And with all that in mind, I decided to use a bit of free time to better work out the characters' Flash Cycles and how they ought to appear in game. I'll post the Doomsday Zone variations with the explanation later.
Sonic's Flash Cycle
Tails' Flash Cycle
Knuckles' Flash Cycle
Anyway! Let's discuss Flash Cycles!
So, I went back to the Master Emerald sheet* to get it finished, and as I was working on it, learnt how the two types of Flash Cycles (Standard and The Doomsday Zone Sub-boss Explosion) explicitly differed, especially the ninth to fourteenth schemes.
*Finished in so far as you can see, but will likely have one or two more revisions prior to uploading.
The Standard Flash Cycle (SFC), as I've noted previously, consists of 14 different palette schemes - as it makes its way to the eighth set of schemes, which is when all color values are 238, each value, be it any of 0, 34, 68, 102, 136, 170 and 204, each add, per change in color, a value of 34 as the colors become lighter in fashion. If a part of the palette reaches RGB:238 early - for example, R:170, G:204, B:136, which would take a maximum of three full adjustments to reach RGB:238, then it remains at that final color through to the eighth scheme.
Schemes 9 to 14 work differently, and require the template above to explain. The RGB:238 needs to be returned to RGB:0, at least looking at the example template. This is simple with the color of RGB:0 (or black, if you prefer), since it can be simply worked out. A color with one or two values already at 238 with the other value starting at 0 can easily brought to RGB:238 and back again, it's just simply adding and subtracting by 34 each shift.
However, you must pay full attention to what is at the RGB:0 (starting) point, as there are several colors that already have a mix of values that are neither 0 or 238. It is also worth keeping in mind that it's easier to work backwards when developing the ninth to fourteenth schemes so you can better set the colors. But let's get to it.
To work out what the fourteenth scheme is first, you need to take a look at the values for the color in question. The highest value does not move, so if any value is 204, you're relatively safe for the most part, but all values for the ninth scheme must be RGB:204 in that regard (if one or two values are 238, then scheme nine must have 204 as a value). If the lowest value is 0, just add 34 to it. This is where it gets tricky. If you see the lowest value as 34, that means the color for the fourteenth scheme is the same as it is in the first scheme. If it's 68, then the first and thirteenth schemes match, and there is no need to adjust for the fourteenth.
Basically,
Lowest Value = 0, add 34
Lowest Value = 34, do not adjust for Scheme 14
Lowest Value = 68, do not adjust for Scheme 13 or 14
Lowest Value = 102, do not adjust for Scheme 12, remains the same until 14
Lowest Value = 136, do not adjust for Scheme 11, remains the same until 14
Lowest Value = 170, do not adjust for Scheme 10, remains the same until 14
Lowest Value = 204, do not adjust for Scheme 9, remains the same until 14.
Which leaves the part unexplained - the "middle value". Say you got R:0, G:102, B:204, and you want to chart Schemes Nine to Fourteen. The middle value here is 102. Here's how it would work out without a longwinded explanation:
R G B
Scheme 09 = 204 | 204 | 204
Scheme 10 = 170 | 170 | 204
Scheme 11 = 136 | 136 | 204
Scheme 12 = 102 | 102 | 204
Scheme 13 = 068 | 102 | 204
Scheme 14 = 034 | 102 | 204
Scheme 01 = 000 | 102 | 204
Using the RGB:0 to RGB:238 template above as an guide, the middle value ceases adjustments based on which grey color it corresponds with - with the charting out as explained, it stops third from the end. If the middle value is 170, then there are no adjustments needed from Scheme 10. But the lowest value must make its way to the middle value first before both progress together.
I hope that made sense because I really had no idea how to properly explain it. I kind wish I had one of those college lecture halls to better explain it.
The Flash Cycle, for now, I'll leave the template up but post the explanation later - I don't know the full rules for it.
And with all that in mind, I decided to use a bit of free time to better work out the characters' Flash Cycles and how they ought to appear in game. I'll post the Doomsday Zone variations with the explanation later.
Sonic's Flash Cycle
Tails' Flash Cycle
Knuckles' Flash Cycle