Releases: MadeinTaly/gen1recomp-groovy-palette-frames
Release list
Groovy Palette & Frames 0.4.1
-
Fixed:
FRAMEneeded a restart. Choosing a border did nothing until
the next launch.Font.drawBoxdoes readFont.BORDERfresh on every call, so the change
is instant the moment something writes it — and nothing did. 0.4.0 applied
the frame at load and ongame.readyand nowhere else. It now also
listens formod.options_changed, whichManagerState:setOptionemits
right after storing a value, so the border redraws the very menu you are
choosing it in.The test drives the loader's own event bus rather than calling the apply
function directly — calling it directly would have passed in 0.4.0 too. -
The README now says which rows take effect at once and which wait for the
next launch, and the suite asserts it:FRAMEandUSE ADVANCEDare
live,PACKSandSTART MENUare read once at load because one builds
the COLORS list and the other registers a screen. -
Releases are titled with the mod's name rather than its id, so this
one reads Groovy Palette & Frames 0.4.1. The asset stays
groovy_palette-<version>.zip: the launcher's updater looks for that
exact name, so it follows the id through any rebrand.
Groovy Palette & Frames 0.4.0
Now Groovy Palette & Frames. The mod id stays groovy_palette, so the
launcher keeps updating your existing install and no saved palette moves.
-
FRAME— eight new borders for every text box and menu, plus
GAME BOYfor the engine's own: THIN, DOUBLE, TRIPLE, THICK, WIDE, DASH,
BEADS, TRACK.A border is not a texture, it is six font glyphs —
tl h tr v bl br—
andFont.drawBoxreads that table fresh every call. So this registers
its own glyph page and repoints six entries. The choice is written to both
Font.BORDER(what the next box reads, so it changes immediately) and
data.font.border(what a font reload rebuilds from, so it survives one).Every pixel of the sheet is generated by
tools/make_frames.pyfrom rules
written out in that file. No ROM, no cartridge dump, and not a pixel of
the engine's own font sheets —modkit lintstill reports
no ROM-derived content.The constraint that shaped them.
his drawn along the top and the
bottom,valong the left and the right — one glyph per axis, not per
side. So a rail's position is a single number shared by two opposite
edges, and a corner one pixel off produces a visible step. That rules out
rounded corners outright: the arc has to bulge outward, which on the right
edge means the vertical sits further right and on the left further left,
and one glyph cannot do both. A rippling rail fails the same way. Both
were drawn, both stepped, both were cut. The eight that shipped are built
from the rule rather than drawn freehand, and the generator refuses to
write the sheet if any rail steps.
Groovy Palette & Frames 0.3.0
-
USE ADVANCED(TINT) — the palettes now ride the engine's ADVANCED
colorization instead of replacing it.ADVANCED is not a four-shade mode: it is the pokered-gbc pack, which
resolves a real colour per tile and keeps eight background palettes
live at once. Picking RAINBOW used to switch that off and hand you four
shades — measurably a downgrade.A four-rung ramp can be read as a curve rather than four steps: take
each colour's luminance, find that height on the ramp, interpolate
between the two rungs it falls between. Counted on the real pack, on a
house interior:on screen across the game ADVANCED 18 47 RAINBOW, before 4 4 RAINBOW, riding ADVANCED 18 47 Nothing is collapsed — the counts match ADVANCED's exactly. And the
source's own hue distinctions survive: a green tile still reads greener
than a red one, both pulled into the palette's family.TINTkeep ADVANCED's colour, pull it toward the palette (default) FULLall the way onto the ramp, but along the curve OFFwhat 0.2.0 did — four shades, ADVANCED replaced Installs without the pokered-gbc pack fall back to
OFFon their own.
Groovy Palette & Frames 0.2.0
-
A live palette browser on the START menu.
START → PALETTEscrolls
the whole list with the game still on screen behind it: the screen
declaresisOpaque = false, and colorisation runs at composite time on
the finished frame, so moving the cursor recolours the actual game
rather than a swatch. A keeps what you are looking at, B puts back
the palette you came in with.Thirty extra rungs on an options row you cycle one press at a time is a
bad way to choose a colour, and choosing it from a menu that is covering
the game is choosing it blind. This is the answer to both. -
START MENU(on) turns it off again: no menu row, no screen, and the
palettes exactly as in 0.1.0. The switch is the browser, not the mod.
Groovy Palette & Frames 0.1.0
- First release. Thirty palettes appended to the engine's COLORS row, with
PACKSto narrow them to the twelve hardware ones (RETRO) or the
eighteen invented ones (COLOUR). - Every palette is verified by luminance in the test suite rather than by
eye. That check caught two on the way in: AMIGA, whose authentic
Workbench order puts the orange above the blue and reads inside out, and
VBOY, where a ramp of saturated reds collapses because red carries so
little luminance.