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Da Werecat

Important palette indexes

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I know that there's some hardcoded stuff, such as automap colors or player color swap ranges. It would be nice to know the full list of colors that should be handled with care during palette editing. At least for vanilla Doom.

The new palette will be built with no consideration for stock Doom graphics, therefore I want as much freedom as possible.

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Player color swap ranges: 112:127 ("green") to 32:47 ("red"), 64:79 ("brown"), or 96:111 ("indigo").

Automap colors:

// For use if I do walls with outsides/insides
#define REDS		(256-5*16)
#define REDRANGE	16
#define BLUES		(256-4*16+8)
#define BLUERANGE	8
#define GREENS		(7*16)
#define GREENRANGE	16
#define GRAYS		(6*16)
#define GRAYSRANGE	16
#define BROWNS		(4*16)
#define BROWNRANGE	16
#define YELLOWS		(256-32+7)
#define YELLOWRANGE	1
#define BLACK		0
#define WHITE		(256-47)

// Automap colors
#define BACKGROUND	BLACK
#define YOURCOLORS	WHITE
#define YOURRANGE	0
#define WALLCOLORS	REDS
#define WALLRANGE	REDRANGE
#define TSWALLCOLORS	GRAYS
#define TSWALLRANGE	GRAYSRANGE
#define FDWALLCOLORS	BROWNS
#define FDWALLRANGE	BROWNRANGE
#define CDWALLCOLORS	YELLOWS
#define CDWALLRANGE	YELLOWRANGE
#define THINGCOLORS	GREENS
#define THINGRANGE	GREENRANGE
#define SECRETWALLCOLORS WALLCOLORS
#define SECRETWALLRANGE WALLRANGE
#define GRIDCOLORS	(GRAYS + GRAYSRANGE/2)
#define GRIDRANGE	0
#define XHAIRCOLORS	GRAYS
So if we simplify:
// Automap colors
#define BACKGROUND	0
#define YOURCOLORS	209
#define YOURRANGE	0
#define WALLCOLORS	176
#define WALLRANGE	16
#define TSWALLCOLORS	96
#define TSWALLRANGE	16
#define FDWALLCOLORS	64
#define FDWALLRANGE	16
#define CDWALLCOLORS	231
#define CDWALLRANGE	1
#define THINGCOLORS	112
#define THINGRANGE	16
#define SECRETWALLCOLORS 176
#define SECRETWALLRANGE 16
#define GRIDCOLORS	104
#define GRIDRANGE	0
#define XHAIRCOLORS	96

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Thanks. Is that all?

I was a bit baffled when I saw whole ranges defined for automap. Then I recalled that there was a strobing effect planned, but ultimately scrapped.

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From what I remember, sprite colour translations were originally intended to play a much bigger role in the game. Eventually, however, they just ended up being used for the 4 player colours.

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