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June 9th 2014, 06:26 AM
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Beuc
Peasant He/Him France
 
Hey,

I'm currently upgrading FreeDink's foundations (audio/graphics libraries) and I'm facing difficulties with palette support.

So I'm wondering why we keep palette support in the first place. Given FreeDink's emphasis on backward compatibility, I don't want to drop it without really thinking about it, but right now I can only point a few very specific cases:

- Lyna's Story: palette switch in "shadow world", could be emulated with a post-processing color inversion (except for texts)

- Cycles of Evil: palette switch according to season: more tricky, I wonder if the palette was modified by hand (impossible to emulate without palette), or with a simple color modulation (easy to emulate). redink1?

- magicman points out Dink Goes Boating: palette switch between various hues + greyscale mode

- scratcher points out D-Mods with white sprite background (instead of transparent) when played in truecolor mode

Do you remember of games that don't look exactly the same in paletted and truecolor mode?
Situations in which palette bugs produced "interesting" results?

EDIT: added Dink Goes Boating and D-Mods with white sprite background
EDIT2: so we need to keep paletted mode for these reasons already, but I'd love to hear more "test" situations. I've fixed a bug in load_palette already