# SNES Palette System Overview ## Understanding SNES Color and Palette Organization ### Core Concepts #### 1. SNES Color Format (15-bit BGR555) - **Storage**: 2 bytes per color (16 bits total, 15 bits used) - **Format**: `0BBB BBGG GGGR RRRR` - Bits 0-4: Red (5 bits, 0-31) - Bits 5-9: Green (5 bits, 0-31) - Bits 10-14: Blue (5 bits, 0-31) - Bit 15: Unused (always 0) - **Range**: Each channel has 32 levels (0-31) - **Total Colors**: 32,768 possible colors (2^15) #### 2. Palette Groups in Zelda 3 Zelda 3 organizes palettes into logical groups for different game areas and entities: ```cpp struct PaletteGroupMap { PaletteGroup overworld_main; // Main overworld graphics (35 colors each) PaletteGroup overworld_aux; // Auxiliary overworld (21 colors each) PaletteGroup overworld_animated; // Animated colors (7 colors each) PaletteGroup hud; // HUD graphics (32 colors each) PaletteGroup global_sprites; // Sprite palettes (60 colors each) PaletteGroup armors; // Armor colors (15 colors each) PaletteGroup swords; // Sword colors (3 colors each) PaletteGroup shields; // Shield colors (4 colors each) PaletteGroup sprites_aux1; // Auxiliary sprite palette 1 (7 colors each) PaletteGroup sprites_aux2; // Auxiliary sprite palette 2 (7 colors each) PaletteGroup sprites_aux3; // Auxiliary sprite palette 3 (7 colors each) PaletteGroup dungeon_main; // Dungeon palettes (90 colors each) PaletteGroup grass; // Grass colors (special handling) PaletteGroup object_3d; // 3D object palettes (8 colors each) PaletteGroup overworld_mini_map; // Mini-map palettes (128 colors each) }; ``` ### Dungeon Palette System #### Structure - **20 dungeon palettes** in the `dungeon_main` group - **90 colors per palette** (full SNES palette for BG layers) - **ROM Location**: `kDungeonMainPalettes` (check `snes_palette.cc` for exact address) #### Usage ```cpp // Loading a dungeon palette auto& dungeon_pal_group = rom->palette_group().dungeon_main; int num_palettes = dungeon_pal_group.size(); // Should be 20 int palette_id = room.palette; // Room's palette ID (0-19) // IMPORTANT: Use operator[] not palette() method! auto palette = dungeon_pal_group[palette_id]; // Returns reference // NOT: auto palette = dungeon_pal_group.palette(palette_id); // Returns copy! ``` #### Color Distribution (90 colors) The 90 colors are typically distributed as: - **BG1 Palette** (Background Layer 1): First 8-16 subpalettes - **BG2 Palette** (Background Layer 2): Next 8-16 subpalettes - **Sprite Palettes**: Remaining colors (handled separately) Each "subpalette" is 16 colors (one SNES palette unit). ### Overworld Palette System #### Structure - **Main Overworld**: 35 colors per palette - **Auxiliary**: 21 colors per palette - **Animated**: 7 colors per palette (for water, lava effects) #### 3BPP Graphics and Left/Right Palettes Overworld graphics use 3BPP (3 bits per pixel) format: - **8 colors per tile** (2^3 = 8) - **Left Side**: Uses palette 0-7 - **Right Side**: Uses palette 8-15 When decompressing 3BPP graphics: ```cpp // Palette assignment for 3BPP overworld tiles if (tile_position < half_screen_width) { // Left side of screen tile_palette_offset = 0; // Use colors 0-7 } else { // Right side of screen tile_palette_offset = 8; // Use colors 8-15 } ``` ### Common Issues and Solutions #### Issue 1: Empty Palette **Symptom**: "Palette size: 0 colors" **Cause**: Using `palette()` method instead of `operator[]` **Solution**: ```cpp // WRONG: auto palette = group.palette(id); // Returns copy, may be empty // CORRECT: auto palette = group[id]; // Returns reference ``` #### Issue 2: Bitmap Corruption **Symptom**: Graphics render only in top portion of image **Cause**: Wrong depth parameter in `CreateAndRenderBitmap` **Solution**: ```cpp // WRONG: CreateAndRenderBitmap(0x200, 0x200, 0x200, data, bitmap, palette); // depth ^^^^ should be 8! // CORRECT: CreateAndRenderBitmap(0x200, 0x200, 8, data, bitmap, palette); // width, height, depth=8 bits ``` #### Issue 3: ROM Not Loaded in Preview **Symptom**: "ROM not loaded" error in emulator preview **Cause**: Initializing before ROM is set **Solution**: ```cpp // Initialize emulator preview AFTER ROM is loaded and set void Load() { // ... load ROM data ... // ... set up other components ... // NOW initialize emulator preview with loaded ROM object_emulator_preview_.Initialize(rom_); } ``` ### Palette Editor Integration #### Key Functions for UI ```cpp // Reading a color from ROM absl::StatusOr ReadColorFromRom(uint32_t address, const uint8_t* rom); // Converting SNES color to RGB SnesColor color(snes_value); // snes_value is uint16_t uint8_t r = color.red(); // 0-255 (converted from 0-31) uint8_t g = color.green(); // 0-255 uint8_t b = color.blue(); // 0-255 // Writing color back to ROM uint16_t snes_value = color.snes(); // Get 15-bit BGR555 value rom->WriteByte(address, snes_value & 0xFF); // Low byte rom->WriteByte(address + 1, (snes_value >> 8) & 0xFF); // High byte ``` #### Palette Widget Requirements 1. **Display**: Show colors in organized grids (16 colors per row for SNES standard) 2. **Selection**: Allow clicking to select a color 3. **Editing**: Provide RGB sliders (0-255) or color picker 4. **Conversion**: Auto-convert RGB (0-255) ↔ SNES (0-31) values 5. **Preview**: Show before/after comparison 6. **Save**: Write modified palette back to ROM ### Graphics Manager Integration #### Sheet Palette Assignment ```cpp // Assigning palette to graphics sheet if (sheet_id > 115) { // Sprite sheets use sprite palette graphics_sheet.SetPaletteWithTransparent( rom.palette_group().global_sprites[0], 0); } else { // Dungeon sheets use dungeon palette graphics_sheet.SetPaletteWithTransparent( rom.palette_group().dungeon_main[0], 0); } ``` ### Best Practices 1. **Always use `operator[]` for palette access** - returns reference, not copy 2. **Validate palette IDs** before accessing: ```cpp if (palette_id >= 0 && palette_id < group.size()) { auto palette = group[palette_id]; } ``` 3. **Use correct depth parameter** when creating bitmaps (usually 8 for indexed color) 4. **Initialize ROM-dependent components** only after ROM is fully loaded 5. **Cache palettes** when repeatedly accessing the same palette 6. **Update textures** after changing palettes (textures don't auto-update) ### ROM Addresses (for reference) ```cpp // From snes_palette.cc constexpr uint32_t kOverworldPaletteMain = 0xDE6C8; constexpr uint32_t kOverworldPaletteAux = 0xDE86C; constexpr uint32_t kOverworldPaletteAnimated = 0xDE604; constexpr uint32_t kHudPalettes = 0xDD218; constexpr uint32_t kGlobalSpritesLW = 0xDD308; constexpr uint32_t kArmorPalettes = 0xDD630; constexpr uint32_t kSwordPalettes = 0xDD630; constexpr uint32_t kShieldPalettes = 0xDD648; constexpr uint32_t kSpritesPalettesAux1 = 0xDD39E; constexpr uint32_t kSpritesPalettesAux2 = 0xDD446; constexpr uint32_t kSpritesPalettesAux3 = 0xDD4E0; constexpr uint32_t kDungeonMainPalettes = 0xDD734; constexpr uint32_t kHardcodedGrassLW = 0x5FEA9; constexpr uint32_t kTriforcePalette = 0xF4CD0; constexpr uint32_t kOverworldMiniMapPalettes = 0x55B27; ``` ## Graphics Sheet Palette Application ### Default Palette Assignment Graphics sheets receive default palettes during ROM loading based on their index: ```cpp // In LoadAllGraphicsData() - rom.cc if (i < 113) { // Sheets 0-112: Overworld/Dungeon graphics graphics_sheets[i].SetPalette(rom.palette_group().dungeon_main[0]); } else if (i < 128) { // Sheets 113-127: Sprite graphics graphics_sheets[i].SetPalette(rom.palette_group().sprites_aux1[0]); } else { // Sheets 128-222: Auxiliary/HUD graphics graphics_sheets[i].SetPalette(rom.palette_group().hud.palette(0)); } ``` This ensures graphics are visible immediately after loading rather than appearing white. ### Palette Update Workflow When changing a palette in any editor: 1. Apply the palette: `bitmap.SetPalette(new_palette)` 2. Notify Arena: `gfx::Arena::Get().NotifySheetModified(sheet_index)` 3. Changes propagate to all editors automatically ### Common Pitfalls **Wrong Palette Access**: ```cpp // WRONG - Returns copy, may be empty auto palette = group.palette(id); // CORRECT - Returns reference auto palette = group[id]; ``` **Missing Surface Update**: ```cpp // WRONG - Only updates vector, not SDL surface bitmap.mutable_data() = new_data; // CORRECT - Updates both vector and surface bitmap.set_data(new_data); ```