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(M1) Palette Swaps

Started by Flower, December 09, 2016, 09:14:06 AM

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Flower

Hello everyone,

I've got an urging question concerning palette swaps in Metroid 1, NES.

Which behaviour i would expect :

-   =>  Doorway

Room A               - Palette Swap Room - Room B
Normal Palette                                           Alternate Palette

You come from Room A where you have the normal palette, go through the Palette Swap Room, and as you enter Room B the Palette changes to the Alternate Palette.

But, What i experience once so often :

I am in Room A, go through the Palette Swap Room, enter Room B and nothing happens.
But when i from here go through the Palette Swap Room again and enter Room A, then the Pallette changes to the Alternate Palette. That's exactly the opposite of what i want.

What could be the reasons for that, how can i adress this issue and are there situations where palette swaps don't work correctly? Are there areas where they work and others where they don't? I need help because this is really game breaking in terms of level design.

snarfblam

In principle, palette swaps are very simple. Elevators and palette-swap objects in 1x1 rooms toggle between the normal palette and the alt palette.

In practice there are a bunch of gotchas and oddities you're going to run into. The palette system works in the original game map but doesn't cope with change very well, even if you adhere the simple ideas the system is based on. If you're willing to wait a short while, I have a replacement palette system you can drop in that allows any arbitrary number of palette changes within a level and makes it easy to get things to work the way you intend.

Flower

Quote from: snarfblam on December 09, 2016, 05:49:46 PM
In principle, palette swaps are very simple. Elevators and palette-swap objects in 1x1 rooms toggle between the normal palette and the alt palette.

In practice there are a bunch of gotchas and oddities you're going to run into. The palette system works in the original game map but doesn't cope with change very well, even if you adhere the simple ideas the system is based on. If you're willing to wait a short while, I have a replacement palette system you can drop in that allows any arbitrary number of palette changes within a level and makes it easy to get things to work the way you intend.
:^_^:
Oh that sounds so good, i have to thank in advance because this has driven me mad ever since, i'd love to see your improved solutions!
I guess it will be part of a mysterious Editroid Update? Just guessing...  :wink:

snarfblam

Nah, it's done entire by ASM. Just don't want to release any Rogue Dawn ASM before the actual hack is released.

Flower

Quote from: snarfblam on December 10, 2016, 12:54:35 PM
Nah, it's done entire by ASM. Just don't want to release any Rogue Dawn ASM before the actual hack is released.
I respect you want to keep Rogue Dawn exclusive in regards of new asm works. All those improvements will be a huge step forward that all Metroid Hackers will benefit from. Especially slope detection and expanded memory usage are things i am looking forward to. Furthermore I'd love to see new upgrades.
Thanks for ye good work!