Difference between revisions of "RecolorSprites"
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Changing how other sprites are drawn
Recolor Sprites
Changing how other sprites are drawn
-=Introduction=-
Recolor sprites are pseudosprites used to recolor other sprites, most often to apply company colors. A recolour sprite is simply a re-mapping of TTDs original colour table.
-=Format=-
A recolor sprite has the following format:
-+<Sprite-number> * 257 00 <recolor-table>+-
||Element|Size|Description
<Sprite-number>|dec|A sequential sprite number
257|dec|The total number of bytes used in this action, always 257
00|B|literal 00
<recolor-table>|256*B|See below||
-=Filling in the Terms=-
00
At first glance, it is easy to confuse a recolor sprite with an action 0, most often for trains. Attempting to read the recolor sprite as an action 0 will usually reveal that there are far too many bytes. Another clue is that recolor sprites are always 257 bytes long.
The correct method to distinguish recolor sprites and action 0s is to note that recolor sprites can only appear in an Action5 or ActionA block, and action 0s can only appear outside such a block.
recolor-table
A 256-byte recolor table. A byte at the offset equal to the index of the source color specifies the color to be drawn.
Note that the offsets and bytes are different depending on whether the GRF is being loaded in TTD DOS or TTD Win. If you create a grf that contains recolor sprites, you may find it necessary to maintain two separate versions, or use an Action7 that checks variable 83 to guard the introducing action 5/A and the recolor sprite(s).
-=Usage=-
Recolor sprites are applied in one of two ways.
- Non-transparently
- Each pixel in the sprite is looked up in the recolor table, and then the color specified at that offset is drawn on the screen. If the resultant color is 00 ("transparent blue"), then if the sprite's compression bit 3 is not set, nothing is drawn; otherwise (i.e. if the sprite is in chunked data format) the actual color 00 (which is black) is drawn.
- Transparently
- For each sprite pixel that is not transparent, the current (on-screen) color of the pixel at the location where the sprite pixel would be drawn is looked up in the recolor table, and then redrawn in the new color. If the recolor lookup returns 00 ("transparent blue"), the resultant color is actually black. Other than is-transparent-blue/not-transparent-blue, the actual colors of the pixels in a sprite that is drawn transparently are meaningless.
-=Default recolour sprites=-
TTD already defines a number of recolour sprites for various uses, e.g. for the semi-transparency of glass or the re-colouring of the tubular bridges, company colours or some houses.
||Sprite number|Description
0x303| A pulsating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible
0x304| Makes a square red. is used when removing rails or other stuff
0x305 | This draws a blueish square (catchment areas for example)
0x307 | company colour to dark blue
0x308 | company colour to pale green
0x309 | company colour to pink
0x30A | company colour to yellow
0x30B | company colour to red
0x30C | company colour to light blue
0x30D | company colour to green
0x30E | company colour to dark green
0x30F | company colour to blue
0x310 | company colour to cream
0x311 | company colour to mauve
0x312 | company colour to purple
0x313 | company colour to orange
0x314 | company colour to brown
0x315 | company colour to grey
0x316 | company colour to white
0x317 | bare land, for rail and road (crossings)
0x31B | structure to blue
0x31C | structure to brownish (e.g. cantilever bridges)
0x31D | structure to white
0x31E | structure to red (e.g. bridges)
0x31F | structure to green (e.g. bridges)
0x320 | structure to concrete (e.g. suspension bridge)
0x321 | structure to yellow (e.g. suspension bridge + tubular)
0x322 | glass effect
0x323 | structure to grey (e.g. tubular bridge)
0x324 | crashed vehicle (grey-ish)
0x59E | church red
0x59F | church cream||