Graphics and palettes

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6 years 3 months ago #138752 by Kanchelskis
Graphics and palettes was created by Kanchelskis
Hi there,
I could manage to edit some sprites to have a Boca/Sampdoria shirt style using the hooped one.
Then, forcing with an HEX editor the team data files, I ve found that going ahead the usual ten main colours, SWOS uses some transparencies and grays and skin colours.
Do you know in which file the pal information of the sprites are stored? It could be fine to add some colours (purple and pink) replacing gray and using the other gray..
Hope someone can help me :P

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5 years 11 months ago - 5 years 11 months ago #139401 by zkz
Replied by zkz on topic Re: Graphics and palettes
Palettes are contained within the executable. There are many tables all over the place, depending on what you wish to do.
Each player sprite undergoes color conversion before the game. They have 16 colors in total, of which 4 can be custom. Colors get changed in the following manner:
 0 - \
 1 - +- no change
 2 - |
 3 - /
 4 - skin color (dark shade)
 5 - skin color (middle shade)
 6 - skin color (light shade)
 7 - changed to zero
 8 - no change
 9 - hair color (middle shade)
10 - basic shirt color
11 - shirt stripes color (gets exchanged with 10 in case of vertical stripes)
12 - hair color (dark shade)
13 - hair color (light shade)
14 - shorts color
15 - socks color

(0 = transparent)

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5 years 10 months ago #139604 by Kanchelskis
Replied by Kanchelskis on topic Re: Graphics and palettes
Thank you for the reply.
I was looking for the exact table of the colours to edit them (I don t know where the infos are stored for that)

Looking at the sprites, there are 3 grays (very similar) and the one used for the kits could be replaced with a purple or a dark blue.
Same for orange as there is orange for skins too. I could manage hex editing the team data files to replace the shirt colours with the skin ones (having a dark brown shirt i.e.).

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5 years 10 months ago #139610 by zkz
Replied by zkz on topic Re: Graphics and palettes
Palette used for the game is stored in the pal.256 file, at offset 64000. It s a standard DOS palette, 768 bytes, 256 colors x 3 bytes (RGB, 6 bits per color).
Only first 128 colors are used, colors in the 2nd half of palette are generated as darkened versions of the colors in the first half. This is used to get the overlay effect when showing result and statistics.
When starting the game some colors will be overwritten by pitch colors. Those are 9 colors with indices 0, 7, 9, 78, 79, 80, 81, 106 and 107. Values depend on the pitch type, and are stored in the SWOS executable starting at offset 0x20288c (starting bytes should be 38 48 00 30 48 00 48 48 00 5A...). There are 27 bytes per pitch type (3 bytes x 9 colors), and 7 pitch types for total of 189 bytes. Pitch types are in the following order: normal, dry, wet, soft, hard, frozen, muddy.
Note that the game divides each RGB value by 2 before sending it to the VGA card.
Hope I didn t miss anything, let me know if you need any other info :)

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5 years 10 months ago #139611 by Kanchelskis
Replied by Kanchelskis on topic Re: Graphics and palettes
First of all thank you for this useful piece of info!!
I ll give a try, If I need other infos I post here!

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5 years 10 months ago #139612 by Kanchelskis
Replied by Kanchelskis on topic Re: Graphics and palettes
But even the shirt colours are stored in pal.256? Can t find them

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5 years 9 months ago #139642 by zkz
Replied by zkz on topic Re: Graphics and palettes
The RGB values are stored there too, but indices are filled based on team colors.

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3 years 11 months ago #143452 by Tor
Replied by Tor on topic Graphics and palettes
Has there been much progress with this?

I think a couple of extra colours in the pallete are required, it's true...

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3 years 2 months ago #144507 by Playaveli
Replied by Playaveli on topic Graphics and palettes

Has there been much progress with this?

I think a couple of extra colours in the pallete are required, it's true...


Not just some extra colors. Full HD is the way to go! :)

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