Colour specificity for monsters in CSBWin
Posted: Sat Feb 19, 2005 9:18 pm
Here's a quick summary of how the colour specificity of monsters works using CSBuild:
If your monster graphics are well designed and you restrict the use of the 2 special colours, you can be very clever with placement, and actually end up with lots of colour variations of monsters.
In CSBuild, each time you add a new monster type to a level, it "sets" the palette for the level to the palette specified for that monster -- this is in structure 0558 from the GRAPHICS.DAT (or the numbers that are now exposed using ADGE).
Say you add monster types of a rock pile, a screamer, a magenta worm and dragon in that order. The Worm will be red because the dragon has set the palette to red.
But if you add the dragon type first and then the worm, your dragon will be magenta.
If you then add a new type, say the scorpion, then the dragon AND the worm will be gold (the scorpion colour).
Note however that this effect only works when one or both of the two special colours are set. If they are 0, then no colour transformation is made.
So if you then add a mummy after the scorpion, nothing changes because the 2 replacement colours are not defined -- the mummy only uses colours from the "base" 14 colour palette.
If your monster graphics are well designed and you restrict the use of the 2 special colours, you can be very clever with placement, and actually end up with lots of colour variations of monsters.
In CSBuild, each time you add a new monster type to a level, it "sets" the palette for the level to the palette specified for that monster -- this is in structure 0558 from the GRAPHICS.DAT (or the numbers that are now exposed using ADGE).
Say you add monster types of a rock pile, a screamer, a magenta worm and dragon in that order. The Worm will be red because the dragon has set the palette to red.
But if you add the dragon type first and then the worm, your dragon will be magenta.
If you then add a new type, say the scorpion, then the dragon AND the worm will be gold (the scorpion colour).
Note however that this effect only works when one or both of the two special colours are set. If they are 0, then no colour transformation is made.
So if you then add a mummy after the scorpion, nothing changes because the 2 replacement colours are not defined -- the mummy only uses colours from the "base" 14 colour palette.