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- ##########################
- ### N++ PALETTE COLORS ###
- ##########################
- ### ------ INTRODUCTION ------
- Originally, each theme has a palette folder, each palette has one tga image
- per object, and each image has a horizontal sequence of 64x64 tiles, one for
- each differently colored portion of the object. Actually, only the (32,31)
- pixel for each block is used to check the color, the rest doesn't matter.
- The colors have an alpha layer, but transparency is ignored anyway.
- This file contains a list of tables. The first one is an index explaining
- what each file in the palette means and how many colors it contains.
- Then, each file is described in detail, with explanations for each
- individual color in it.
- Note: The switches for the locked and trap doors are included in the same
- palette as their corresponding doors. Toggle mines are also with mines,
- and micro drones use the same palette as zap drones.
- # Palette locations:
- * Linux: home/<user>/.steam/steam/steamapps/common/N++/NPP
- * Windows: SteamLibrary/steamapps/common/N++/NPP
- * mac: home/<user>/Library/ ... /steamapps/common/N++/NPP
- # Resources:
- * Palette Creator app: https://edelkas.github.io/npc-web/
- * Custom palette spreadsheet: https://docs.google.com/spreadsheets/d/1I2f87Qhfs6rxzZq5dQRDbLKYyaGLqTdCkLqfNfrw1Mk
- * Video tutorial: https://www.youtube.com/watch?v=Ql8gf6PPcUY
- * Palette template (by donfuy): https://cdn.discordapp.com/attachments/592913929630384138/639203056952803329/palette_template.zip
- ### ------ INDEX OF FILES ------
- # Content | Colors | Palette Filename
- ---------------------------------------------------------
- Background | 6 | background.tga
- Editor | 10 | editor.tga
- Explosions | 4 | explosions.tga
- Drone zapping effects | 2 | fxDroneZap.tga
- Floorguard zapping effects | 2 | fxFloorguardZap.tga
- Ninja ground dust | 2 | fxNinja.tga
- Headbands | 17 | headbands.tga
- Menus, options, etc | 42 | menu.tga
- Time bar | 8 | timeBar.tga
- Time bar for race mode | 17 | timeBarRace.tga
- # ID | Object Name | Colors | Palette Filename
- ---------------------------------------------------------
- 00 | Ninja (4) | 4 | ninja.tga
- 01 | Mine | 2 | entityMine.tga (see Toggle Mine)
- 02 | Gold | 3 | entityGold.tga
- 03 | Exit door | 8 | entityDoorExit.tga
- 04 | Exit switch | 5 | entityDoorExitSwitch.tga
- 05 | Regular door | 1 | entityDoorRegular.tga
- 06 | Locked door | 2 | entityDoorLocked.tga
- 07 | Locked switch | 6 | entityDoorLocked.tga
- 08 | Trap door | 2 | entityDoorTrap.tga
- 09 | Trap switch | 6 | entityDoorTrap.tga
- 0A | Launchpad | 2 | entityLaunchPad.tga
- 0B | One-Way | 2 | entityOneWayPlatform.tga
- 0C | Chaingun drone | 2 | entityDroneChaingun.tga
- 0D | Laser drone | 4 | entityDroneLaser.tga
- 0E | Zap drone | 2 | entityDroneZap.tga (See Micro Drone)
- 0F | Chaser drone | 2 | entityDroneChaser.tga
- 10 | Floor guard | 2 | entityFloorGuard.tga
- 11 | Bounce block | 2 | entityBounceBlock.tga
- 12 | Rocket turret | 4 | entityRocket.tga
- 13 | Gauss turret | 5 | entityTurret.tga
- 14 | Thwump | 3 | entityThwomp.tga
- 15 | Toggle mine | 2 | entityMine.tga (See Mine)
- 16 | Evil ninja | 2 | entityEvilNinja.tga
- 17 | Laser turret | 2 | entityDualLaser.tga
- 18 | Boost pad | 2 | entityBoostPad.tga
- 19 | Deathball | 3 | entityBat.tga
- 1A | Micro drone | 3 | entityDroneZap.tga (See Zap Drone)
- 1B | Whiteball | 2 | entityEyeBat.tga
- 1C | Shove Thwump | 3 | entityShoveThwomp.tga
- ### ------ COLOR EXPLANATIONS ------
- # background.tga (6 colors) - Tiles, background and outlines.
- 1 | Tile.
- 2 | Tile outline. Also, underline in pause menu.
- 3 | Background. Also, tile and entity selection background in editor.
- 4 | ?
- 5 | ?
- 6 | Entity vector outline (the option must be on for this to be visible).
- # editor.tga (10 colors) - Stuff in the editor, duh.
- 1 | Full block grid lines.
- 2 | ?
- 3 | Fine grid lines.
- 4 | Rectangular tile selection and crosshair.
- 5 | Direction arrows for entity movement.
- 6 | Door - switch connections.
- 7 | Circular entity selection.
- 8 | Cut mode outline.
- 9 | Selected tile.
- 10 | ?
- # explosions.tga (4 colors) - Explosion effects and blood
- 1 | Light particles, thin lines, first layer of explosion.
- 2 | Light dust, second layer of explosion.
- 3 | Heavy dust, third layer of explosion.
- 4 | Blood.
- # headbands.tga (17 colors) - Headbands and more unknowns
- 1 | Headband, standard.
- 2 | ?
- 3 | Headband, x type. Also, the "ready" for player 1 in race mode.
- 4 | ?
- 5 | Headband, y type.
- 6 | ?
- 7 | Headband, z type.
- 8 | ?
- 9 | ?
- 10 | ?
- 11 | ?
- 12 | ?
- 13 | ?
- 14 | ?
- 15 | ?
- 16 | ?
- 17 | ?
- # fxDroneZap.tga (2 colors) - Drone zapping effects
- 1 | Ray 1.
- 2 | Ray 2.
- # fxFloorguardZap.tga (2 colors) - Floorguard zapping effects
- 1 | Ray 1.
- 2 | Ray 2.
- # fxNinja.tga (2 colors) - Ninja ground dust
- 1 | Dust produced by jumping.
- 2 | Dust produced by falling.
- # menu.tga (42 colors) - Many ingame colors for menus and stuff.
- 1 | General menu background.
- 2 | Leaderboard: Background. Editor: Side panel background (darkened later).
- 3 | Leaderboard: Other player's scores, your rank (see 14, 17). Also, race options text. Editor side panel: Unselected text.
- 4 | "Color / Music" and "Social" menu panels background.
- 5 | Main menu: Text, unselected (see 11). Help: Directional arrows. Also, uncompleted challenges (both requirements text and brackets) while playing the level (see 11, also see timeBarRace 1 and 2).
- 6 | Uncompleted episode background (see 8). Profile: Uncompleted episode. Editor: Level name when not being played.
- 7 | ?
- 8 | Completed episode background (see 6). Profile: Completed episode.
- 9 | Episode tabs background, unselected (see 13).
- 10 | Episode box outline (see 33).
- 11 | Main menu: Text, selected (see 5). Logo color. Cursor color. Also, completed challenges (brackets) when playng the level (see 5, also see timeBarRace 1 and 2).
- 12 | ?
- 13 | Episode tabs background, selected (see 9).
- 14 | Leaderboards: Other player's names, your score (see 3, 17). Profile: Header text in side panel (see 15, 16).
- 15 | Profile: Numbers and some text (see 14, 16). Options: Unselected text, scrollbar triangles, upper dividing line. Credits: Regular text. Story: Upper dividing line.
- 16 | Profile: Remaining text and percentages (see 14, 15). Story: Text. Options: Selected text, little bar in scrollbar. Credits: Header text.
- 17 | Leaderboards: Other player's ranks, your name (see 3, 14). Also, messages that appear in the leaderboard ("Server error", "Player 2 needed for score submission", race options header, etc). Profile: Death count bars. Editor: Header text in side panel, messages when publishing, naming, etc.
- 18 | "Color / Music" and "Social" menus header text (see 30). The other text is the same, but more transparent.
- 19 | Pause menu and editor panels unselected text (see 20).
- 20 | Pause menu and editor panels selected text (see 19).
- 21 | Pause menu and editor panels background.
- 22 | Pause menu and editor panels outline.
- 23 | Outline for selected episode / level / panel. Separator between level name and info. Level loading spiral. Scroll bar and its triangle in level view and in the editor level list. Also "Server error" when loading userlevels.
- 24 | Uncompleted episode text (see 31).
- 25 | Bottom info text (key controls, "paint tiles" in editor, etc.).
- 26 | Leaderboard tabs background, unselected (see 27).
- 27 | Leaderboard tabs background, selected (see 26).
- 28 | Leaderboard tabs text.
- 29 | Level name when playing.
- 30 | In "Color / Music" menu, the selected option; and in "Social" menu, the option name (see 18).
- 31 | Completed episode text (see 24).
- 32 | Tabs text (episodes and userlevels), unselected (see 34).
- 33 | Leaderboard entry selection box (see 10).
- 34 | Tabs text (episodes and userlevels), selected (see 32). Sub-tab text, selected (e.g. "By Date" in the userlevels) (see 38).
- 35 | Soundtrack name.
- 36 | Level information text (level name, author, success rate...). Also, upper big header text in every submenu. Game messages: "Press X to start replay", "Success!", "Oops!", "Press X to continue", "Press X to try again", "submitting...", etc.
- 37 | ?
- 38 | Sub-tab text, unselected (e.g. "By Date" in the userlevels) (see 34).
- 39 | Text after level / episode completion ("Your Global Rank", level times, etc.).
- 40 | ?
- 41 | Help menu header text.
- 42 | Help menu text.
- # timeBar.tga (8 colors) - The time bar
- 1 | Background of the bar with the time left.
- 2 | Hardcore timebar portion that shows extra time on completion.
- 3 | Background of the rest of the bar.
- 4 | ?
- 5 | Numbers.
- 6 | ?
- 7 | Little triangle that separates both sections of the time bar.
- 8 | ?
- # timeBarRace.tga (17 colors) - The time bar in race mode (for standard ninja).
- 1 | Text "Player 2/3/4 press X" in the menu. Uncompleted challenges (both requirements text and brackets) in level view (see menu 5 and 11).
- 2 | Text "Player 1" in the menu (the "ready" is controlled by #3 in headbands.tga). Completed challenges (brackets) in level view (see menu 5 and 11).
- 3 | Text "Player 2 ready" in the menu.
- 4 | Text "Player 3 ready" in the menu.
- 5 | Text "Player 4 ready" in the menu.
- 6 | Player 1 timebar outline.
- 7 | Player 1 timebar background.
- 8 | Player 1 timebar numbers.
- 9 | Player 2 timebar outline.
- 10 | Player 2 timebar background.
- 11 | Player 2 timebar numbers.
- 12 | Player 3 timebar outline.
- 13 | Player 3 timebar background.
- 14 | Player 3 timebar numbers.
- 15 | Player 4 timebar outline.
- 16 | Player 4 timebar background.
- 17 | Player 4 timebar numbers.
- Note: For x, y and z ninja type, the colors are cycled.
- # All objects
- 00-0 | Ninja 1. Also, replay inputs.
- 00-1 | Ninja 2.
- 00-2 | Ninja 3.
- 00-3 | Ninja 4.
- 01-0 | Mine exterior.
- 01-1 | Mine interior.
- 02-0 | Gold interior.
- 02-1 | Gold exterior.
- 02-2 | Gold shine.
- 03-0 | Closed exit door interior.
- 03-1 | Closed exit door border.
- 03-2 | Opened exit door interior.
- 03-3 | Opened exit door details.
- 03-4 | Opened exit door interior after challenge.
- 03-5 | Opened exit door details after challenge.
- 03-6 | [!?] text in episode view.
- 03-7 | [!?] text in level view.
- 04-0 | Exit switch border (untoggled).
- 04-1 | Exit switch border (toggled).
- 04-2 | Exit switch center.
- 04-3 | Exit switch background (untoggled).
- 04-4 | Exit switch background (toggled).
- 05-0 | Regular door.
- 06-0 | Locked door bar.
- 06-1 | Locked door center.
- 07-0 | Locked door switch button (untoggled).
- 07-1 | Locked door switch button (toggled).
- 07-2 | Locked door switch border (untoggled).
- 07-3 | Locked door switch border (toggled).
- 07-4 | Locked door switch background (toggled).
- 07-5 | Locked door switch background (untoggled).
- 08-0 | Trap door bar.
- 08-1 | Trap door bulges.
- 09-0 | ?
- 09-1 | ?
- 09-2 | Trap door switch border (untoggled).
- 09-3 | Trap door switch border (toggled).
- 09-4 | Trap door switch background (untoggled).
- 09-5 | Trap door switch background (toggled).
- 0A-0 | Launchpad big pad.
- 0A-1 | Launchpad small pad.
- 0B-0 | Oneway platform long platform.
- 0B-1 | Oneway platform short platform.
- 0C-0 | Chaingun drone background.
- 0C-1 | Chaingun drone border, chaingun bullets.
- 0D-0 | Laser drone interior, firing. Also, laser 1.
- 0D-1 | Laser drone laser 2.
- 0D-2 | Laser drone border.
- 0D-3 | Laser drone aiming line.
- 0E-0 | Zap drone background.
- 0E-1 | Zap drone border.
- 0F-0 | Chaser drone background.
- 0F-1 | Chaser drone border.
- 10-0 | Floorguard main color.
- 10-1 | Floorguard eye.
- 11-0 | Bounceblock interior.
- 11-1 | Bounceblock border.
- 12-0 | Rocket turret center.
- 12-1 | Rocket turret border.
- 12-2 | Rocket color.
- 12-3 | Rocket fumes.
- 13-0 | Gauss turret interior.
- 13-1 | Gauss turret border.
- 13-2 | Gauss turret aiming cross.
- 13-3 | Gauss turret bullet.
- 13-4 | Gauss turret squiggly lines.
- 14-0 | Thwump border.
- 14-1 | Thwump interior.
- 14-2 | Thwump ray.
- 15-0 | Toggle mine.
- 15-1 | Toggle mine activating.
- 16-0 | Evil ninja spawn.
- 16-1 | Evil ninja.
- 17-0 | Laser turrets turret.
- 17-1 | Laser turrets laser.
- 18-0 | Boost pad (inactive).
- 18-1 | Boost pad (active).
- 19-0 | Deathball inner circle.
- 19-1 | Deathball middle circle.
- 19-2 | Deathball outter circle.
- 1A-0 | Microdrone interior.
- 1A-1 | Microdrone border.
- 1B-0 | Mini background.
- 1B-1 | Mini eye.
- 1C-0 | Shove thwump interior.
- 1C-1 | Shove thwump ray.
- 1C-2 | Shove thwump armor.
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