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||