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Low Priority; Graphical Overhauls for Palette Rando and General Tiling Consistency Fixes #155

@Raddley-Vance

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@Raddley-Vance

Never done something like this, so I apologize if anything is a tad awkward. Thanks to Miepee for giving me permission to post.

The basic premise behind this issue is primarily fixing Palette Issues that effect Palette Rando, such as Nav Room Custscene States, the Elevator Pads during use, and the Ship disparity shown at the end of a Palette Rando seed [pointed out by M4rkersM4sk]. Sub-issues consist of more minor palette issues, such as "The Blue Hand", or Tilesets featuring wrong palettes for certain constructed tiles. Sub-sub-issues involved tiling issues having to do with "Tile Polarity", or the manner in which tiles connect to each other, isolated to BG1, accompanied by any clipdata issues that may exist. The following issues are what I know of, and may or may not be addressed in accordance to what the team feels necessary.

High Priority;

  • Navigation Room Conversation Graphic Palette Reversion Fixes

    • All graphical adjustments are prepped and ready to resolve the issue in conjunction with the "TODO"
    • Nav Room Overhaul.zip
    • To Do; Program custom Palette Rando code to handle the messy palettes (Biospark is handling this?)
    • To Do; Re-point the Conversation Graphic door tiles to Palette Offset 565AE8 or 565B08
    • Edit (2/7/2025); Sprite Rando - Randomize Palette Offsets 565B68 to the same as 31DB70 and 565B88 to the same as 31DB90
  • Elevator Pad Palette Reversion

    • Sprite rando, reverts to base colors upon use. Is it still a sprite in use? I don't know much about this one.
    • Edit (7/7/2025); GFX offset of 2DE9B0, palette offset appears to be 565BA8.
      • Probably fixable via a similar method to the conceptual Nav Room palette reversion code. Uncertain as to whether it will have wider effects on other graphics or not.
      • Edit (25/7/20205) Palette misalignment is not fixable, as it features colors that aren't present for the base sprite. My suggestion is to remove elevator pads from sprite rando.
  • Ship Palette Reversion

    • Edit (25/7/2025) Sprite Rando
      • Ship flying away from the BSL is at 626738 for graphics, 636E38 for palette. Minor palette misalignment present.
      • Ship entering the BSL post-Omega at 39AD58 for graphics, 39E558 for palette. Same palette misalignment format as flying away.
      • Easily fixable if the Nav Room fix is implemented, via using the same method.
        Could also just be graphically fixed instead (likely preferred method)
        Medium Priority;
  • Tileset Adjustments

    • Some tilesets have improper palettes used for certain constructed tiles (Tileset 5B ladder rungs for example, and some sector 3 sets).
    • Edit (7/7/2025); Images
    • Image 1; Pipe uses Palette 5 as opposed to 6. Image 2; Terrain uses Palette 6 as opposed to 5. Image 3/4; Ladder rungs use Palette 9 as opposed to 3.
      Image
      Image
      Image Image
    • These I can handle without issue, I'll just need someone to import them.
  • Samus' Blue Hand and Visor

    • I'm uncertain how to fix these, but I know they are fixable. Also uncertain as to whether it effects Palette Rando for the suit.
    • I do have a patch made by someone else that adjusts the colors to properly match the suits.
    • Edit (25/7/2025) Visor is easily fixable, off-hand is evil. Would look into how the BPS patch handles it but that's outside of my knowledge scope.
  • Blue Stabilizers (Edit 7/7/2025)

    • Another item I'm utterly clueless about, aside from it existing. Can't find any nearby palettes that would cause it, or issues
      with the GFX sheet for the stabilizer sprites.
    • Image 1; State 1 Stab, properly displayed. Image 2/3; Weird blew coloration appears on the lower portion of the center circle during states 2 and 3.
      Image
      Image Image

Low Priority;

  • Tile Polarity Issues/Misplaced Tiles

    • These involve either half tiles being used in place of single tiles, or light sides of tiles meeting light sides and vice versa.
    • One room has entirely misplaced tiles
    • I have fixes for all of these that I can share for implementation if it is so desired.
    • Edit (7/7/2025); Images
    • Image 1/2; Half tiles used where they shouldn't be used, and how they should be used. Image 3/4; Bad connection points vs good connection points (more improper half tile usage). Image 5/6; Improper edge coloration vs proper edge coloration.
      Image Image
      Image Image
      Image Image
  • Clipdata issues

    • These are fixed alongside my Tile Polarity fixes.
  • Unknown issues

    • Anything that may be discovered at a later time involving any part of the list.

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