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dcdata: put every language's weapon icon sheets in the HUD's palette - #91
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…UD's palette The dungeon copies weapon icons from a wepicon sheet into the HUD's itempack by palette index, so the two have to share a palette. On the PAL disc, English's quickchr.pac and itemlst.img carry the American wepicon, whose palette shares 5 of 256 colours with the English itempack, and the icon a character change copies to the HUD comes out in the wrong colours. The English dungeon-entry packs hold the same sheet in itempack's palette, which is the one the floor's own copy reads. Extraction now writes normalized copies of those two files with that sheet in the other's place, for any language whose sheet does not share its itempack's palette; on the July 12 PAL disc that is English alone, and NTSC needs nothing.
The HUD's weapon icon is copied by palette index from whichever wepicon sheet is loaded when it is redrawn: a dungeon-entry pack's on a new floor, then a menu's once the Weapon menu, the quick-change ring or an item-list reload closes. Only the quick-change pack and the item list were fixed, but on the PAL disc every English sheet apart from the dungeon-entry ones is in the American palette: the per-character menu sheets (kge*2.img), wepicon.img, charatex.img, wepchara.img and the shop and fishing menus. Closing the Weapon menu turned the icon teal on retail PAL as well (seen in PCSX2). Extraction now checks every image bank and pack in each language's commenu folder, skipping leftovers the game never loads (_x.img, x.old). On the July 12 PAL disc that is 13 English files, plus the fishing and shop menus of French, German, Italian and Spanish, which only the town draws but which break the same rule.
…on-palette # Conflicts: # port/src/tests/data_extract_test.cpp
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The HUD's weapon icon is copied by palette index from whichever
wepiconsheet is loaded when it's redrawn. On a new floor that's a dungeon-entry pack's sheet. Afterwards it's a menu's, once the Weapon menu or the quick-change ring closes or a script reloads the item list. So everywepiconsheet of a language has to shareitempack's palette, as all 20 American ones do.On the July 12 PAL disc only English's dungeon-entry sheets do. The others are in the American palette: the per-character menu sheets (
kge*2.img),wepicon.img,charatex.img,wepchara.img, the quick-change pack, the item list, and the shop and fishing menus. Closing the Weapon menu turns the HUD icon's background teal and shifts its colours, on retail PAL as well (seen in PCSX2). French, German, Italian and Spanish have the same mismatch in their shop and fishing sheets, which only the town draws.Extraction now checks every image bank and pack in each language's
commenufolder, skipping leftovers the game never loads (_x.img,x.old). It gives anywepiconin another palette the dungeon-entry pack's sheet: the same icons, at the same size, initempack's palette. On the July 12 PAL disc that's 13 English files plus 8 shop and fishing menus. NTSC needs nothing. PAL data needs extracting again.Tested on PAL data in the port: after opening and closing Toan's Weapon menu on floor 1, the HUD icon is correct, and it turns teal without the menu-sheet fix.