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[Graphic✓] Questions/Issues involving OWM, "Pallet Slots", and JPAN's engine

  • 222
    Posts
    7
    Years
    • Seen Nov 18, 2023
    I have an almost-complete bulbasaur OW on table 1, sprite 0. Now I've imported it as a frame sheet bitmap indexed to 16 colors with the background at index 0. Pretty sure it defaulted to pallete slot A, and, not knowing what that was at the time, I didn't touch it.

    I put the sprite in the player's first room to test it, because there's no OWs except the player in that room to interfere right? ofc the pallet is all screwed up for some reason. So I did some research, learned about pallet slots, and changed it to slot 1 (no success) slot 2 (no success) and then to slot 0 as a test. When the sprite was set to slot 0 the npc pallet rendered perfectly but for obvious reasons the player sprite was screwed up, since the player uses slot 0. Is there something I'm missing here? How do I get Bulbasaur's pallet to show? It's a 32x32 9-frame npc, if that matters.

    Also, I read that JPAN's engine supports like 60k OWs but only supports 256 pallets. WTF?! That defeats the whole purpose of having 60k OWs! They're not all gonna have the same pallets! I'm still limited to 256 OWs, so why bother with new tables? What were they THINKING?!

    Thanks for all your help on this matter.
     
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