PDA

View Full Version : New Sega Genesis Pallete Editor



sega16
06-25-2012, 03:32 PM
Please Re download:
http://www.mediafire.com/download.php?0l7dfb592m611mz
Change log:
As pointed out by TmEE co.(TM) on the spriteminds fourm http://gendev.spritesmind.net/forum/viewtopic.php?t=1173 the RGB values they are in steps of 36 not 32.
if you are using shadow and highlight mode you can now preview what the palette looks like in that mode
http://img585.imageshack.us/img585/2783/normaltf.png
http://img198.imageshack.us/img198/6627/darkmb.png
http://img811.imageshack.us/img811/9674/highlighta.png

In order to improve effectiveness and efficiency while editing a palette I have made a new palette editor in c++ using FLTK for gui related stuff the advantage over this program compared to other palette editors is huge you will see an improvement in efficacy and be able to edit palettes faster especially when working with a character palette and a level palette an example of the character/level palette setup is the Sonic series of games for the genesis Sonic's palette is stored in a separate file so that his palette is not saved more than once so it saves memory.If all 64 colors are stored in one file press save all and it will save the all 64 colors to one file and to load all 64 colors press load character palette and my program automatically detects that the palette is in one file Also if you are using the vdp mode called shadow highlight you can preview what the colors will look like just be sure to remember that the palette file does not determine if the vdp is in shadow/highlight mode.

Drakon
06-25-2012, 03:43 PM
Looks cool! I need something like that for cps1 stuff...that loads a shot of the character you're changing the pallette for and real time applies it..

sega16
06-26-2012, 06:16 PM
Just thought I would let everyone know that I have updated my program and I would highly recommend that everyone re-download the new version.