More Level-Dependent CSets

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P-Tux7
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Joined: Thu Jul 02, 2020 5:36 pm
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More Level-Dependent CSets

Post by P-Tux7 »

Requested for the Z3 tileset project, and also useful for recreating other 8/16-bit graphics styles such as SMB's two per-level sprite palettes (Goomba colours and Koopa colours). "Static" means that the palette is never changed by ZC at runtime, and "dynamic" means that ZC can update it upon changing DMaps/Levels, or picking up an item in the case of Link.

Current ZC:

Code: Select all

CSet 0: Static
CSet 1: Static
CSet 2: Dynamic (intended for combos but can be used by any tile)
CSet 3: Dynamic (intended for combos but can be used by any tile)
CSet 4: Dynamic (intended for combos but can be used by any tile)
CSet 5: Static
CSet 6: Dynamic, only changes upon obtaining a Ring. Can be combined with 8-bit mode to have 15 dynamic colours combined with all the other colours (such as dynamic colours for tunic, static colours from another CSet for skin, boots, held shield, held sword, etc.
CSet 7: Static
CSet 8: Static
CSet 9: Dynamic (intended for sprites but can be used by any tile)
CSet 10: Static
CSet 11: Static
CSet 12: Static, unpreviewable in ZQuest. Unknown purpose
CSet 13: Dynamic, only changes upon a boss palette-enabled enemy spawning.
CSet 14: System/Overlay
CSet 15: System/Overlay
What I am requesting is for CSets 0, 1, 5, 7, 8, 10, and 11 to be level-dependent, or at least as many as can be.

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Emily
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Re: More Level-Dependent CSets

Post by Emily »

Pahahahahahaha
ZC Dev since Sept 2018

TheBlueTophat
Posts: 3
Joined: Mon Mar 30, 2020 1:06 pm

Re: More Level-Dependent CSets

Post by TheBlueTophat »

Venrob wrote:
Thu Apr 15, 2021 8:03 am
Pahahahahahaha
Out of curiosity, just how much dismantling of ZC would be required for this, hypothetically?

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