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Updated to new version: Sega Genesis Palette editor

Posted: Mon Jun 25, 2012 7:32 pm
by sega16
Please Re download:
http://www.mediafire.com/download.php?0l7dfb592m611mz
Change log:
As pointed out by TmEE co.(TM) 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
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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.

Posted: Tue Jun 26, 2012 8:18 am
by TmEE co.(TM)
Are you using RGB step of 36 here ?

0, 36, 72, 108, 144, 180, 216, 252/255 ?

For shadow/highlight the step is 18 and sequences like this :

Shadow: 0, 18, 36, 54, 72, 90, 108, 126
Highlight : 126, 144, 162, 180, 198, 216, 234, 252/255

Notice how Highlight starts where Shadow ends. This is verified behaviour.

252/255 means use either, I personally go 255. Difference is so small its near indistinguishable.


(and it is paLeTTe :P)

Posted: Tue Jun 26, 2012 11:11 am
by HardWareMan

Posted: Tue Jun 26, 2012 9:32 pm
by sega16
I fixed the rgb values and added a few new features be sure to re-download.