GP32 Palette Configuration and Examples
December 20, 2001
Coauthored by Nak-Hi Kim and Chang-Hyeop Yoo
GP32 Color Palette
GP32 supports 16-bit color and its graphics design is almost the same as the one for the existing PC game (8-bit, 16-bit).
While in ARM7 version a developer is forced to use the default palette for 8-bit graphic design (256 colors), in ARM9 version a developer can either freely change colors or select very useful multiple palette options.
Whereas, you have to use the system default pallet to design the icon used when loading games (downloading games from SMC card to GP32).
- Please note that during the graphic design, the monitor can differ from the GP32 display in its brightness and feel.
GP32 Palette Configuration
GP32 Palette has the RGB ratio of 1(5bit):1(5bit):1(5bit).
Important Note
GP32 and PC use respectively 5-bit and 8-bit formulas. Accordingly, RGB(0,0,0) is separately distinguishable from RGB(7,7,7) on PC, but not on GP32. In other words, GP32 mistakes RGB(7,7,7) for RGB(0,0,0). Consequently, A developer should single out each 32 colors among 256 levels of red , green and blue.
Example of graphic work (Treasure Island)
Main graphic tools 주 사용 툴 : adobe photoshop5.5, promotion4.0, paint6.0
Notably, GP32 currently supports but multiple palette option, not the old system default palette.
First, designate background, character, effects and index color area of the interface.
Second of all, set the number 0 to transparent color, the number 1 to white and the number 255 to black.
The example palette shown above only includes the colors common to stage. It does not include the index color for the background yet.
Thirdly, draw the background in the graphic tools such as Paint or Photoshop and changes the color into index color in Photoshop.
Image before changing into indexed color
Convert the background color to previously determined indexed color area using Adaptive palette.
The color table shown above appears.
The base image in indexed color (96 colors)
In this screen, create the color of enemy character that appears in the stage and mix it with the background color and the palette colors that constantly appear in stage.
However, if you are able to select all characters in multiple palette options, you should include this enemy character to the palette that always appears in stage.
Now, combine the background palette with the stage palette.
This way, you can create palette per background, which will improve the quality of background.
Compare background with character on one screen and adjust color values.
As for Treasure Island, GamePark has lowered the saturation of background color to animate character.