beetle-wswan-libretro icon indicating copy to clipboard operation
beetle-wswan-libretro copied to clipboard

[Q] Colorization of mono games hack

Open eadmaster opened this issue 3 years ago • 4 comments

I am trying to hack a colorization option for mono games, similar to what i've done with the VirtualBoy some years ago.

It looks more tricky than my previous attempt since this system seems to be using a dynamic grayscale palette.

Btw i'd like to hack an SGB-like color palette directly into the code, so it can be used on in the 3DS which has no shaders support.

While i am still studying the code, do you think this is doable? (i am open to suggestions for a possible implementation)

eadmaster avatar Nov 25 '21 16:11 eadmaster

little update: starting to get some colors already!

Kaze no Klonoa - Moonlight Museum (J)  M t1   T+Eng0 511_PowerStone05 -211126-083312

Kaze no Klonoa - Moonlight Museum (J)  M t1   T+Eng0 511_PowerStone05 -211126-083237

I guess the next step would be having diff. palettes for the sprites vs the bgs, like the GBC did.

eadmaster avatar Nov 26 '21 07:11 eadmaster

looks cool, very promising.

inactive123 avatar Nov 26 '21 07:11 inactive123

Nice! looks like it is indeed doable :)

Are you doing a straight interpolation between two colors?

hizzlekizzle avatar Nov 26 '21 19:11 hizzlekizzle

Are you doing a straight interpolation between two colors?

No, actually i am just boosting 2 color channels in this palette init function.

When combined with the current "WS Colorization " option, you get even more variations than the 2 i've posted, although not all of them looks good with this game.

As i've said, i think i can get better results if i manage to differentiate the palettes used for the sprites vs the BGs.

eadmaster avatar Nov 29 '21 08:11 eadmaster