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Tutorial Day and Night
With a clock bound and color_mode: "palettes" on, any
map's palette assignment in presentation/palettes.json can become a
conditioned candidate list:
"PalletTown": [
{"when": "time_part_nite", "palette": "pal_pallet_nite"},
{"when": "time_part_morn", "palette": "pal_pallet_dusk"},
{"palette": "pal_pallet"}
]- The extra palettes are ordinary library entries -- four hex colors, lightest to darkest. Name them anything; sit them beside the originals.
- Switches are discrete at day-part boundaries. The engine re-derives every consumer in one beat -- tilesets, the player and every walker, the grass and cave-darkness shader tints -- and in live windowed play a brief crossfade eases the cut (never in automated runs, so screenshots stay byte-exact).
- The
defaultassignment stays a single name -- it is the fallback.
Vermilion's recipe generates the whole night for free: an overlay step
derives _nite (darkened, moon-blue) and _dusk (dimmed, warm) variants of
every world palette FROM YOUR OWN extraction's SGB colors and rewrites all
223 map assignments onto the nite/dusk/day ladder. The generated shades are a
starting point -- the derived palettes.json is yours to hand-polish.
Monworks: MIT code · CC0 samples · everything pictured is original content. The faithful Pokémon Red build derives from your own local pokered clone and is never distributed. Pokémon is © Nintendo/Creatures/GAME FREAK; this is an unaffiliated fan engineering project.
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