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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Akari on 2011-06-13 19:12:47

Title: Palette opcodes in FFVII.
Post by: Akari on 2011-06-13 19:12:47
I just add some info about palette opcodes to wiki. Strange than noone documented them yet.

http://wiki.qhimm.com/FF7/Field/Script/Opcodes/E5_STPAL
http://wiki.qhimm.com/FF7/Field/Script/Opcodes/E6_LDPAL
http://wiki.qhimm.com/FF7/Field/Script/Opcodes/E7_CPPAL
http://wiki.qhimm.com/FF7/Field/Script/Opcodes/EA_MPPAL2

At least this describes how it works on MD1_1 =D

Can someone tell me where RTPAL is used?
Title: Re: Palette opcodes in FFVII.
Post by: Aali on 2011-06-15 10:53:34
I was going to document these opcodes a while back but never got around to it. RTPAL "rotates" the palette, every colour is shifted a certain number of steps, dont know where its used though. ADPAL works pretty much the same as MPPAL except it adds to R, G and B components. PLS versions of STPAL and LDPAL don't read anything from the banks, all parameters are fixed. CPPAL2 also reads size from a bank, dont remember what makes the ADPAL2/RTPAL2 versions different.