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Palettes not working?


Nny

Question

I want to be able to have my palettes act as other characters. Like if P2 is my character then he's a different color and everything y'know. Well I have my pals set in my .def file, i have them set with the palette keymap as well. But whenever I go to test out my char his palette never loads, and when I press a key for the palette i'd like it wont work either, it just goes to the original palette. Is there a way I can fix this? This is what I have for my pals and everything.
 
pal.defaults = 1,2,3,4    ;Default palettes in order of preference (up to 4)
 
pal1    = 5.act  ;Palettes (can have up to 12)
pal2    = 4.act
pal3    = 3.act
pal4    = 2.act
pal5    = 1.act
pal6    = kfm.act
pal7    = 6.act
 
; Maps character selection buttons to palette numbers.
[Palette Keymap]
x = 1 ;Press button X to select palette 1, etc.
y = 2
z = 3
a = 4
b = 5
c = 6
x2 = 7 ;Hold Start and press button X for palette 7, etc.
;y2 = 8
;z2 = 9
;a2 = 10
;b2 = 11
;c2 = 12
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Make sure the characters sprites are using palette 1,1 in the SFF.  If they aren't, then you can do some modifying to make it work.

 

Add this to a CNS somewhere

 

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1  ;; <--- Change this to the palette that the sprites are using.  It might be 0,0?
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0
 
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