Because it's complicated to reason about colours for old consoles when you also want them nicely packed, in the right format; it's easier to create a tool to create a palette and export it to a file.
- npm i
- npm start
- ???
- make some sweet sweet palettes
PALTOOL1.0.mov
const unsigned int myPal[10] = {
0x7e327e31, 0x7e347e33, 0x7e377e35, 0x7e397e38, 0x7e3b7e3a, 0x7e3d7e3c, 0x7e3f7e3e, 0x54117e3f, 0x54137e3f, 0x54157e3f
};Example of a palette loaded in palram:
As you can see, our palette in the browwser is way brighter than the resulting one in no$gba; this is not because no$gba has a weird colour correction… but the GBA screen has some gamma correction we need to emulate (and nocash does it pretty well)
And then you can make very cool a e s t h e t i c s
- create a 15bit colour and add to a palette
- replace a colour by clicking on it, pick it, modify and click on swap!
- gradient tool: once you have two colours at least, open the gradient tool, select two adjacent ones, a number of steps, and OK!
- luminosity tool: when you need to lighten or darken them colours!
- export colours as a C file containing an array with all colours correctly packed – 2 by 2, little indian
- import a .pal file (WIP: must support different formats)
- MOST IMPORTANT: GBA GAMMA CORRECTION!
- randomizer?
- a proper design and UI
- modify all palette colour using some colour algos (hue? tint?)
- load palette from a .pal file?
- save and reuse palette later?


