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Palette Overrides

grunt-lucas edited this page Mar 7, 2025 · 32 revisions

Table Of Contents

Manual Palette Allocation With Overrides

Palette overrides provide a way to force Porytiles to use a manual palette allocation. For example, let's assume you want to manually allocate the palettes for a pokeemerald primary tileset. First, create your palette-overrides directory within the Porytiles-format tileset directory. Then, TODO FILL IN. If your tiles are not allocatable with the palettes you've provided, you'll receive the usual error message.

This functionality is very useful in the following scenarios:

  1. You want Porytiles to handle tile flip/dupe optimization and metatile construction, but you'd like to set up palettes manually.
  2. Porytiles is struggling to allocate palettes for your tileset, but you know it's possible and can see where the allocation algorithm is going wrong.
  3. You have an old manually-constructed Porymap-format tileset that you've imported to Porytiles-format via the decompiler, but you want to keep your originally, manually-constructed palettes.

Palette Overrides

You may have noticed that palette primers do not give you control over the ordering of the output palettes, nor the ordering of colors within each palette. For more direct control over palette and color orderings, you will want to use palette overrides. This feature may be especially useful for DNS systems which expect window lights to be in specific, fixed palette slots. While this feature is not yet implemented, it is being tracked in this GitHub Issue. It will be added to Porytiles 1.x after 1.x reaches feature-parity with the current 0.x offering. The feature is now being tracked for 0.x since Expansion recently added merrp's DNS, which requires fixed palette slots for window colors. Palette overrides and palette primers are complementary features. Both will work together, and (in most cases) play nicely with Porytiles's automatic palette assigment algorithm.

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