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yaze/docs/public/developer/palette-system-overview.md
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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:

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)
};

3. Color Representations in Code

  • SNES 15-bit (uint16_t): On-disk format 0bbbbbgggggrrrrr; store raw ROM words or write back with ConvertRgbToSnes.
  • gfx::snes_color struct: Expands each channel to 0-255 for arithmetic without floating point; use in converters and palette math.
  • gfx::SnesColor class: High-level wrapper retaining the original SNES value, a snes_color, and an ImVec4. Its rgb() accessor purposely returns 0-255 components—run the helper converters (e.g., ConvertSnesColorToImVec4) before handing colors to ImGui widgets that expect 0.0-1.0 floats.

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

// 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:

// 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:

// 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:

// 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

Transparency and Conversion Best Practices

  • Preserve ROM palette words exactly as read; hardware enforces transparency on index0 so we no longer call set_transparent(true) while loading.
  • Apply transparency only at render time via SetPaletteWithTransparent() for 3BPP sub-palettes or SetPalette() for full 256-color assets.
  • SnesColor::rgb() yields components in 0-255 space; convert to ImGuis expected 0.0-1.0 floats with the helper functions instead of manual divides.
  • Use the provided conversion helpers (ConvertSnesToRgb, ImVec4ToSnesColor, SnesTo8bppColor) to prevent rounding mistakes and alpha bugs.
ImVec4 rgb_255 = snes_color.rgb();
ImVec4 display = ConvertSnesColorToImVec4(snes_color);
ImGui::ColorButton("color", display);

Issue 3: ROM Not Loaded in Preview

Symptom: "ROM not loaded" error in emulator preview Cause: Initializing before ROM is set Solution:

// 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

// Reading a color from ROM
absl::StatusOr<uint16_t> 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

Palette UI Helpers

  • InlinePaletteSelector renders a lightweight selection strip (no editing) ideal for 8- or 16-color sub-palettes.
  • InlinePaletteEditor supplies the full editing experience with ImGui color pickers, context menus, and optional live preview toggles.
  • PopupPaletteEditor fits in context menus or modals; it caps at 64 colors to keep popups manageable.
  • Legacy helpers such as DisplayPalette() remain for backward compatibility but inherit the 32-color limit—prefer the new helpers for new UI.

-### Metadata-Driven Palette Application

gfx::BitmapMetadata tracks the source BPP, palette format, type string, and expected color count. Set it immediately after creating a bitmap so later code can make the right choice automatically:

bitmap.metadata() = BitmapMetadata{/*source_bpp=*/3,
                                   /*palette_format=*/1,  // 0=full, 1=sub-palette
                                   /*source_type=*/"graphics_sheet",
                                   /*palette_colors=*/8};
bitmap.ApplyPaletteByMetadata(palette);
  • palette_format == 0 routes to SetPalette() and preserves every color (Mode7, HUD assets, etc.).
  • palette_format == 1 routes to SetPaletteWithTransparent() and injects the transparent color 0 for 3BPP workflows.
  • Validation hooks help catch mismatched palette sizes before they hit SDL.

Graphics Manager Integration

Sheet Palette Assignment

// 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);
}

Texture Synchronization and Regression Notes

  • Call bitmap.UpdateSurfacePixels() after mutating bitmap.mutable_data() to copy rendered bytes into the SDL surface before queuing texture creation or updates.
  • Bitmap::ApplyStoredPalette() now rebuilds an SDL_Color array sized to the actual palette instead of forcing 256 entries—this fixes regressions where 8- or 16-color palettes were padded with opaque black.
  • When updating SDL palette data yourself, mirror that pattern:
std::vector<SDL_Color> colors(palette.size());
for (size_t i = 0; i < palette.size(); ++i) {
  const auto& c = palette[i];
  const ImVec4 rgb = c.rgb();  // 0-255 components
  colors[i] = SDL_Color{static_cast<Uint8>(rgb.x),
                        static_cast<Uint8>(rgb.y),
                        static_cast<Uint8>(rgb.z),
                        c.is_transparent() ? 0 : 255};
}
SDL_SetPaletteColors(surface->format->palette, colors.data(), 0,
                     static_cast<int>(colors.size()));

Best Practices

  1. Always use operator[] for palette access - returns reference, not copy
  2. Validate palette IDs before accessing:
    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)

User Workflow Tips

  • Choose the widget that matches the task: selectors for choosing colors, editors for full control, popups for contextual tweaks.
  • The live preview toggle trades responsiveness for performance; disable it while batch-editing large (64+ color) palettes.
  • Right-click any swatch in the editor to copy the color as SNES hex, RGB tuples, or HTML hex—useful when coordinating with external art tools.
  • Remember hardware rules: palette index0 is always transparent and will not display even if the stored value is non-zero.
  • Keep ROM backups when performing large palette sweeps; palette groups are shared across screens so a change can have multiple downstream effects.

ROM Addresses (for reference)

// 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:

// 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:

// WRONG - Returns copy, may be empty
auto palette = group.palette(id);

// CORRECT - Returns reference
auto palette = group[id];

Missing Surface Update:

// WRONG - Only updates vector, not SDL surface
bitmap.mutable_data() = new_data;

// CORRECT - Updates both vector and surface
bitmap.set_data(new_data);