Revert "2.1 palette pt 1"

This reverts commit d22db75409.
This commit is contained in:
GenericHeroGuy 2025-01-24 16:57:44 +01:00
parent c17b6c1fa5
commit 6f032ce9c8
19 changed files with 117 additions and 93 deletions

View file

@ -162,25 +162,25 @@ consvar_t cons_backcolor = CVAR_INIT ("con_backcolor", "Black", CV_CALL|CV_SAVE,
static CV_PossibleValue_t menuhighlight_cons_t[] =
{
{0, "Gametype Default"},
{V_YELLOWMAP, "Always Yellow"},
{V_PURPLEMAP, "Always Purple"},
{V_GREENMAP, "Always Green"},
{V_BLUEMAP, "Always Blue"},
{V_REDMAP, "Always Red"},
{V_GRAYMAP, "Always Gray"},
{V_ORANGEMAP, "Always Orange"},
{V_SKYMAP, "Always Sky-Blue"},
{V_GOLDMAP, "Always Gold"},
{V_LAVENDERMAP, "Always Lavender"},
{V_TEAMAP, "Always Tea-Green"},
{V_STEELMAP, "Always Steel-Blue"},
{V_PINKMAP, "Always Pink"},
{V_BROWNMAP, "Always Brown"},
{V_PEACHMAP, "Always Peach"},
{0, "Game type"},
{V_YELLOWMAP, "Always yellow"},
{V_PURPLEMAP, "Always purple"},
{V_GREENMAP, "Always green"},
{V_BLUEMAP, "Always blue"},
{V_REDMAP, "Always red"},
{V_GRAYMAP, "Always gray"},
{V_ORANGEMAP, "Always orange"},
{V_SKYMAP, "Always sky-blue"},
{V_GOLDMAP, "Always gold"},
{V_LAVENDERMAP, "Always lavender"},
{V_AQUAMAP, "Always aqua-green"},
{V_MAGENTAMAP, "Always magenta"},
{V_PINKMAP, "Always pink"},
{V_BROWNMAP, "Always brown"},
{V_TANMAP, "Always tan"},
{0, NULL}
};
consvar_t cons_menuhighlight = CVAR_INIT ("menuhighlight", "Gametype Default", CV_SAVE, menuhighlight_cons_t, NULL);
consvar_t cons_menuhighlight = CVAR_INIT ("menuhighlight", "Game type", CV_SAVE, menuhighlight_cons_t, NULL);
static void CON_Print(char *msg);
@ -365,8 +365,10 @@ static void CONS_ChooseWeighted_f(void)
// Font colormap colors
// TODO: This could probably be improved somehow...
// These colormaps are 99% identical, with just a few changed bytes
// This could EASILY be handled by modifying a centralised colormap
// for software depending on the prior state - but yknow, OpenGL...
UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *brownmap, *peachmap;
*skymap, *goldmap, *lavendermap, *aquamap, *magentamap, *pinkmap, *brownmap, *tanmap;
// Console BG color
UINT8 *consolebgmap = NULL;
@ -385,30 +387,29 @@ void CON_SetupBackColormapEx(INT32 color, boolean prompt)
shift = 6; // 12 colors -- shift of 7 means 6 colors
switch (cons_backcolor.value)
switch (color)
{
case 0: palindex = 15; break; // White
case 1: palindex = 31; break; // Gray
case 2: palindex = 47; break; // Sepia
case 3: palindex = 63; break; // Brown
case 4: palindex = 150; shift = 7; break; // Pink
case 5: palindex = 127; shift = 7; break; // Raspberry
case 6: palindex = 143; break; // Red
case 7: palindex = 86; shift = 7; break; // Creamsicle
case 8: palindex = 95; break; // Orange
case 9: palindex = 119; shift = 7; break; // Gold
case 10: palindex = 111; break; // Yellow
case 11: palindex = 191; shift = 7; break; // Emerald
case 12: palindex = 175; break; // Green
case 13: palindex = 219; break; // Cyan
case 14: palindex = 207; shift = 7; break; // Steel
case 15: palindex = 230; shift = 7; break; // Periwinkle
case 16: palindex = 239; break; // Blue
case 17: palindex = 199; shift = 7; break; // Purple
case 18: palindex = 255; shift = 7; break; // Lavender
case 1: palindex = 31; break; // Black
case 2: palindex = 251; break; // Sepia
case 3: palindex = 239; break; // Brown
case 4: palindex = 215; shift = 7; break; // Pink
case 5: palindex = 37; shift = 7; break; // Raspberry
case 6: palindex = 47; shift = 7; break; // Red
case 7: palindex = 53; shift = 7; break; // Creamsicle
case 8: palindex = 63; break; // Orange
case 9: palindex = 56; shift = 7; break; // Gold
case 10: palindex = 79; shift = 7; break; // Yellow
case 11: palindex = 119; shift = 7; break; // Emerald
case 12: palindex = 111; break; // Green
case 13: palindex = 136; shift = 7; break; // Cyan
case 14: palindex = 175; shift = 7; break; // Steel
case 15: palindex = 166; shift = 7; break; // Periwinkle
case 16: palindex = 159; break; // Blue
case 17: palindex = 187; shift = 7; break; // Purple
case 18: palindex = 199; shift = 7; break; // Lavender
// Default green
default: palindex = 175; break;
default: palindex = 111; break;
}
if (prompt)
@ -461,11 +462,11 @@ static void CON_SetupColormaps(void)
skymap = (orangemap+256);
lavendermap = (skymap+256);
goldmap = (lavendermap+256);
teamap = (goldmap+256);
steelmap = (teamap+256);
pinkmap = (steelmap+256);
aquamap = (goldmap+256);
magentamap = (aquamap+256);
pinkmap = (magentamap+256);
brownmap = (pinkmap+256);
peachmap = (brownmap+256);
tanmap = (brownmap+256);
// setup the other colormaps, for console text
@ -475,21 +476,21 @@ static void CON_SetupColormaps(void)
for (i = 0; i < (256*15); i++, ++memorysrc)
*memorysrc = (UINT8)(i & 0xFF); // remap each color to itself...
purplemap[120] = (UINT8)194;
yellowmap[120] = (UINT8)103;
greenmap[120] = (UINT8)162;
bluemap[120] = (UINT8)228;
redmap[120] = (UINT8)126; // battle
graymap[120] = (UINT8)10;
orangemap[120] = (UINT8)85; // record attack
skymap[120] = (UINT8)214; // race
lavendermap[120] = (UINT8)248;
goldmap[120] = (UINT8)114;
teamap[120] = (UINT8)177;
steelmap[120] = (UINT8)201;
pinkmap[120] = (UINT8)145;
brownmap[120] = (UINT8)48;
peachmap[120] = (UINT8)69; // nice
purplemap[0] = (UINT8)163;
yellowmap[0] = (UINT8)73;
greenmap[0] = (UINT8)98;
bluemap[0] = (UINT8)148;
redmap[0] = (UINT8)34; // battle
graymap[0] = (UINT8)10;
orangemap[0] = (UINT8)52; // record attack
skymap[0] = (UINT8)132; // race
lavendermap[0] = (UINT8)192;
goldmap[0] = (UINT8)65;
aquamap[0] = (UINT8)121;
magentamap[0] = (UINT8)182;
pinkmap[0] = (UINT8)210;
brownmap[0] = (UINT8)224;
tanmap[0] = (UINT8)217; // no longer nice :(
// Init back colormap
CON_SetupBackColormap();

View file

@ -588,7 +588,7 @@ static inline void CL_DrawConnectionStatus(void)
)
{
INT32 i, animtime = ((ccstime / 4) & 15) + 16;
UINT8 palstart = (cl_mode == CL_SEARCHING) ? 128 : 160;
UINT8 palstart = (cl_mode == CL_SEARCHING) ? 32 : 96;
// 15 pal entries total.
const char *cltext;
@ -717,8 +717,8 @@ static inline void CL_DrawConnectionStatus(void)
if (dldlength > 256)
dldlength = 256;
V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, 256, 8, 175);
V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, dldlength, 8, 160);
V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, 256, 8, 111);
V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, dldlength, 8, 96);
memset(tempname, 0, sizeof(tempname));
// offset filename to just the name only part

View file

@ -613,7 +613,7 @@ static bool D_Display(void)
}
if (demo.rewinding)
V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSLAM);
V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSET);
// vid size change is now finished if it was on...
vid.recalc = 0;

View file

@ -1199,11 +1199,11 @@ struct int_const_s const INT_CONST[] = {
{"V_SKYMAP",V_SKYMAP},
{"V_LAVENDERMAP",V_LAVENDERMAP},
{"V_GOLDMAP",V_GOLDMAP},
{"V_TEAMAP",V_TEAMAP},
{"V_STEELMAP",V_STEELMAP},
{"V_AQUAMAP",V_AQUAMAP},
{"V_MAGENTAMAP",V_MAGENTAMAP},
{"V_PINKMAP",V_PINKMAP},
{"V_BROWNMAP",V_BROWNMAP},
{"V_PEACHMAP",V_PEACHMAP},
{"V_TANMAP",V_TANMAP},
{"V_TRANSLUCENT",V_TRANSLUCENT},
{"V_10TRANS",V_10TRANS},

View file

@ -1371,7 +1371,7 @@ skippedghosttic:
g->mo->color = skin->supercolor;
}
else
g->mo->color = SKINCOLOR_SUPER1;
g->mo->color = SKINCOLOR_SUPERGOLD1;
g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)

View file

@ -40,8 +40,8 @@ typedef unsigned char FBOOLEAN;
// ==========================================================================
// byte value for paletted graphics, which represent the transparent color
#define HWR_PATCHES_CHROMAKEY_COLORINDEX 247
//#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 220
#define HWR_PATCHES_CHROMAKEY_COLORINDEX 255
//#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 130
// the chroma key color shows on border sprites, set it to black
#define HWR_PATCHES_CHROMAKEY_COLORVALUE (0x00000000) //RGBA format as in grSstWinOpen()

View file

@ -793,7 +793,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
{
UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
if (chatcolor > V_PEACHMAP)
if (chatcolor > V_TANMAP)
{
sprintf(color_prefix, "%c", '\x80');
}
@ -832,7 +832,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
{
UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
if (chatcolor > V_PEACHMAP)
if (chatcolor > V_TANMAP)
{
sprintf(color_prefix, "%c", '\x80');
}

View file

@ -121,7 +121,7 @@ void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, skincolornum_t
if (skinnum == TC_BOSS)
dest_colormap[31] = 0;
else if (skinnum == TC_METALSONIC)
dest_colormap[239] = 0;
dest_colormap[143] = 0;
return;
}

View file

@ -20,7 +20,7 @@ extern "C" {
#endif
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 160
#define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256
/*--------------------------------------------------

View file

@ -2297,7 +2297,26 @@ void K_SpawnNormalSpeedLines(player_t *player)
P_SetScale(fast, 3*fast->scale/2);
}
if (player->tripwireLeniency)
if (player->eggmanexplode)
{
// Make it red when you have the eggman speed boost
fast->color = SKINCOLOR_RED;
fast->colorized = true;
}
else if (player->invincibilitytimer)
{
const tic_t defaultTime = itemtime+(2*TICRATE);
if (player->invincibilitytimer > defaultTime)
{
fast->color = player->mo->color;
}
else
{
fast->color = SKINCOLOR_INVINCFLASH;
}
fast->colorized = true;
}
else if (player->tripwireLeniency)
{
// Make it pink+blue+big when you can go through tripwire
fast->color = (leveltime & 1) ? SKINCOLOR_LILAC : SKINCOLOR_JAWZ;

View file

@ -3755,7 +3755,7 @@ static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines)
{
// Solid color textbox.
V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 239);
V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 159);
//V_DrawFill(x+8, y+8, width*8, boxlines*8, 31);
/*
patch_t *p;

View file

@ -2534,16 +2534,16 @@ void A_Boss1Laser(mobj_t *actor)
tic_t dur;
static const UINT8 LASERCOLORS[] =
{
SKINCOLOR_KSUPER3,
SKINCOLOR_KSUPER4,
SKINCOLOR_KSUPER5,
SKINCOLOR_SUPERRED3,
SKINCOLOR_SUPERRED4,
SKINCOLOR_SUPERRED5,
SKINCOLOR_KETCHUP,
SKINCOLOR_RED,
SKINCOLOR_RED,
SKINCOLOR_KETCHUP,
SKINCOLOR_KSUPER5,
SKINCOLOR_KSUPER4,
SKINCOLOR_KSUPER3,
SKINCOLOR_SUPERRED5,
SKINCOLOR_SUPERRED4,
SKINCOLOR_SUPERRED3,
};
if (LUA_CallAction(A_BOSS1LASER, actor))
@ -10232,8 +10232,8 @@ void P_InternalFlickySetColor(mobj_t *actor, UINT8 color)
SKINCOLOR_BEIGE,
SKINCOLOR_LAVENDER,
SKINCOLOR_RUBY,
SKINCOLOR_ORANGE,
SKINCOLOR_SUNSET,
SKINCOLOR_BLOSSOM,
SKINCOLOR_SUNSLAM,
SKINCOLOR_ORANGE,
SKINCOLOR_YELLOW,
};
@ -12706,7 +12706,7 @@ void A_RolloutSpawn(mobj_t *actor)
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_BROWN;
actor->target->color = SKINCOLOR_SUPERRUST3;
actor->target->colorized = true;
}
}

View file

@ -9418,7 +9418,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->flags2 |= MF2_INVERTAIMABLE;
break;
case MT_FLICKY_08:
mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_ULTRAMARINE);
mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE);
break;
case MT_BALLOON:
{

View file

@ -153,6 +153,10 @@ float zeroheight;
#define DEFAULT_STARTTRANSCOLOR 160
#define NUM_PALETTE_ENTRIES 256
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256
static UINT8 **translationtablecache[TT_CACHE_SIZE] = {NULL};
UINT8 skincolor_modified[MAXSKINCOLORS];

View file

@ -188,7 +188,7 @@ void R_FillBackScreen(void);
void R_DrawViewBorder(void);
#endif
#define TRANSPARENTPIXEL 247
#define TRANSPARENTPIXEL 255
#define BRIGHTPIXEL 0
// -----------------

View file

@ -109,9 +109,9 @@ static void Sk_SetDefaultValue(skin_t *skin)
skin->flags = 0;
strcpy(skin->realname, "Someone");
skin->starttranscolor = 160;
skin->starttranscolor = 96;
skin->prefcolor = SKINCOLOR_GREEN;
skin->supercolor = SKINCOLOR_SUPER1;
skin->supercolor = SKINCOLOR_SUPERGOLD1;
skin->prefoppositecolor = 0; // use tables
skin->kartspeed = 5;
@ -459,7 +459,7 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
else if (!stricmp(stoken, "supercolor"))
{
UINT16 color = R_GetSuperColorByName(value);
skin->supercolor = (color ? color : SKINCOLOR_SUPER1);
skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1);
}
#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));

View file

@ -17,7 +17,7 @@
[BITS 32]
%define FRACBITS 16
%define TRANSPARENTPIXEL 247
%define TRANSPARENTPIXEL 255
%ifdef LINUX
%macro cextern 1

View file

@ -18,7 +18,7 @@
[BITS 32]
%define FRACBITS 16
%define TRANSPARENTPIXEL 247
%define TRANSPARENTPIXEL 255
%ifdef LINUX
%macro cextern 1

View file

@ -119,11 +119,11 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_SKYMAP 0x00008000
#define V_LAVENDERMAP 0x00009000
#define V_GOLDMAP 0x0000A000
#define V_TEAMAP 0x0000B000
#define V_STEELMAP 0x0000C000
#define V_AQUAMAP 0x0000B000
#define V_MAGENTAMAP 0x0000C000
#define V_PINKMAP 0x0000D000
#define V_BROWNMAP 0x0000E000
#define V_PEACHMAP 0x0000F000
#define V_TANMAP 0x0000F000
// use bits 17-20 for alpha transparency
#define V_ALPHASHIFT 16