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Tutorial Day and Night

johnjohto edited this page Jul 26, 2026 · 1 revision

Tutorial: Day and Night (Time-Varying Palettes)

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 default assignment 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.

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