https://github.com/fragglet/doom-limited-palette
Doom limited palette hack
https://github.com/fragglet/doom-limited-palette
Last synced: 11 months ago
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Doom limited palette hack
- Host: GitHub
- URL: https://github.com/fragglet/doom-limited-palette
- Owner: fragglet
- Created: 2018-09-16T20:34:17.000Z (over 7 years ago)
- Default Branch: master
- Last Pushed: 2019-02-19T01:11:31.000Z (over 7 years ago)
- Last Synced: 2025-04-06T08:11:37.844Z (about 1 year ago)
- Language: Python
- Size: 376 KB
- Stars: 10
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
This is a "limited" version of the Doom palette for making gameplay mods which
are "compatible" with various Doom WADs that use custom palettes. Specifically
this palette is compatible with the following:
* [Back to Saturn X](https://doomwiki.org/wiki/Back_to_Saturn_X) episode 1 & 2
* [Doom 2 the Way id Did](https://doomwiki.org/wiki/Doom_2_the_Way_id_Did)
* [Sunlust](https://doomwiki.org/wiki/Sunlust)
Not supported because their custom palettes are too different to Doom's
original palette to make something compatible:
* [Ancient Aliens](https://doomwiki.org/wiki/Ancient_Aliens)
* [Dimension of the Boomed](https://www.doomworld.com/forum/topic/92574-dimension-of-the-boomed/)
## How to use with deutex
If you're using [deutex](https://doomwiki.org/wiki/DeuTex) to build your WADs,
this is easy to use. Simply copy `doom2.wad` from this repository and add
`-doom2 doom2.wad` to the deutex command line. For example:
```
deutex -doom2 doom2.wad -build wadinfo.txt my-wad.wad
```
Feedback is requested on how to use this with other tools; I myself usually
use deutex. If you have suggestions please get in contact or file a pull
request.
## Explanation
Back to Saturn X (along with other mods listed above) has a palette that is a
derivative of the Doom palette. The following animation shows how the two
differ:

The result is that if a mod is created for Doom's stock palette, most of the
image will display correctly under the modified palette, but there will likely
be "patches" with wrong-color artifacting caused by the disparity. Here's an
example from a weapons mod that increases the number of animation frames for
Doom's weapons:

Most of the weapon displays correctly but there are purple areas in the gun
flash caused by the fact that the BTSX palette replaces part of the
white/yellow color range with purple colors. Mods which replace the palette
avoid this problem by replacing every sprite and graphic.
The limited palette here takes the Doom palette and "blocks out" entries in
the palette which have been changed in popular PWADs (some color ranges, like
the blue range, are kept because they are "compatible" even though they
have been changed). The changed color entries are replaced by cyan, which is
usually used in Doom editing for transparency. When converting graphics to
this palette, these palette entries will therefore be avoided:

When built with the limited palette, the artifacting then disappears:

There's only a very small amount of lost quality caused by using the modified
palette (at least in this example):
