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dark tiles not working

tiles dark

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#1 Shadowblitz16

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Posted 29 December 2015 - 11:55 PM

can someone help me understand why some of the tiles aren't being effected by the dark rule?

 

I have Interpolated Fading on

I pressed D made sure dark was toggled

I pressed L to see if it works

realized its only working for certain Csets and Sprites

 

can someone help me make all tiles able to go dark?

no matter the CSet?

 

edit: found out editing CSet bit 1 and 2 works but then it ruins the tile colors :(


Edited by Shadowblitz16, 30 December 2015 - 12:35 AM.


#2 Saffith

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Posted 29 December 2015 - 11:57 PM

That's just how it works. Only CSets 2, 3, 4, and optionally 5 go dark.

#3 Shadowblitz16

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Posted 30 December 2015 - 12:38 AM

but i thought that was what Interpolated Fading was for?


Edited by Shadowblitz16, 30 December 2015 - 12:39 AM.


#4 SkyLizardGirl

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Posted 30 December 2015 - 05:26 AM

but i thought that was what Interpolated Fading was for?

 

Only any one of these Dungeon select themes will go dark.

 

Screen_shot_2015_12_30_at_2_24_02_AM.png

 

^Your Custom colors or 'Zelda1 Overworld' theme will stay the same sadly. 

 

If you edited and made custom colors - they won't always work, sometimes they do sometimes they don't.


Edited by SkyLizardGirl, 30 December 2015 - 05:29 AM.


#5 Shadowblitz16

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Posted 30 December 2015 - 02:17 PM

Only any one of these Dungeon select themes will go dark.

 

Screen_shot_2015_12_30_at_2_24_02_AM.png

 

^Your Custom colors or 'Zelda1 Overworld' theme will stay the same sadly. 

 

If you edited and made custom colors - they won't always work, sometimes they do sometimes they don't.

 

thats dumb.

is there a way around this?

maybe a script?



#6 SkyLizardGirl

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Posted 30 December 2015 - 06:19 PM

It would be absolutely nice if this Dark room thing worked on every color other then what i mentioned.

 

Instead of inverting colors that the Zelda Nes relies on so much.

 

My only other idea was like some kind of a 'dark transparent, over-layer'  and only disappears, fades away if you use a candle or fire or something.

 

^would require scripting to make the overlayer switch on and off, or slowly lifts and disappears away from the whole room itself.


Edited by SkyLizardGirl, 30 December 2015 - 06:20 PM.


#7 Saffith

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Posted 30 December 2015 - 06:50 PM

...?
Every palette should fade the same way, custom or otherwise.

The interpolated fading rule makes it fade smoothly to an automatically generated dark palette. With it disabled, it steps through the dark CSets that are part of each level palette.
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#8 SkyLizardGirl

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Posted 30 December 2015 - 07:11 PM

...?
Every palette should fade the same way, custom or otherwise.

The interpolated fading rule makes it fade smoothly to an automatically generated dark palette. With it disabled, it steps through the dark CSets that are part of each level palette.

 

Can you make, program the DARK Room to work on Every color combo or custom color ever made period in zelda classic?

It stinks it's only limited to the Level- 1 through 9 etc theme selections.

It should just work and darken itself on everything.

 

That would be nice and only let a small percentage of color visible like usual.

Would be cool in the Next Zelda classic build,



#9 Saffith

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Posted 30 December 2015 - 07:28 PM

It's not limited to those palettes at all. It should work the same for every palette.
Making it affect every CSet isn't going to happen soon. We'll probably overhaul the palette system at some point, but don't expect it before then.

#10 SkyLizardGirl

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Posted 04 January 2016 - 01:32 AM

It's not limited to those palettes at all. It should work the same for every palette.
Making it affect every CSet isn't going to happen soon. We'll probably overhaul the palette system at some point, but don't expect it before then.

 

Show me an example what you are talking about.

You are saying it works the same for every palette,  yet it doesn't at all?..


Edited by SkyLizardGirl, 04 January 2016 - 01:35 AM.


#11 Saffith

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Posted 04 January 2016 - 11:11 AM

?
It works the same for every level palette. It does not affect every CSet. I don't know what else to say.



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