I was trying to generate a palette from an image of the Sega Genesis palette, but when I generate the palette, it gives incorrect colors, and sometimes it even duplicates some colors.
Hi there @GallantArc302, could you share the image used to create the palette? Maybe here or sending the image to support@aseprite.org?
For one, if the image you used has ever been encoded using lossy compression(such as JPEG) there will be minute alterations to the colors sometimes imperceptible to the human eye.
I had found this to be the case with some of the images I pulled off line of SNES games that I tried to make a palette out of. Upon investigation, I found some of the color values differ by as little as a a point or two. Aseprite WOULD consider this a whole new color.
Here’s the image, it’s a png. I used the color tool and went over every color, and they were all the correct raw values, but the palette had random colors.
Ah. I can confirm that this does create a messed up palette. I took the image into v1.2.18 x64 version, and when I create a palette none of the colors match, then when I set it to indexed mode, the colors get all messed up. It is a 512 color image, could that be the problem @dacap? I know Aseprite has some issues past 256 colors.
yeah, aseprite is somehow limited in index color mode ignoring indexes over 255 and palette generation for anything above 256 doesn’t work either.
for now what you can do is to load gimp’s gpl palette - it can hold way more than 256 colours, is in text format and as long as you stick to rgb mode it will work fine.
i can generate a gpl file for you if you need.
btw. are you sure this palette is correct genesis palette?
according to Sega Mega Drive/Palettes and CRAM - Sega Retro and MD VDP color levels - SpritesMind.Net the values in normal mode for megadrive are 0,52,87,116,144,172,206 and 255 …or 0,36,72,108,144,180,216,252/255 in linear which is much closer to simple 9-bit:
There is also a number of issues when colors are close in value to each other. From index hopping colors, to values getting spilt or merged when the shouldn’t. This compounds on the fact that Aseprite already HAS a 256 color soft limit.