Espozo wrote:What I have been doing is just counting by 8 to get a color, like 0,8,16,32,24, and so on.
That won't quite do it; you'll end up at 248 instead of 255, and it will (or should; see below) round to 30 instead of 31.
There are two nearly-identical ways to do this correctly; the
division method and the
shift method. The results are as follows:
Division method (rounded to nearest):
Code: Select all
0 8 16 25 33 41 49 58 66 74 82 90 99 107 115 123 132 140 148 156 165 173 181 189 197 206 214 222 230 239 247 255
Shift method:
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0 8 16 24 33 41 49 57 66 74 82 90 99 107 115 123 132 140 148 156 165 173 181 189 198 206 214 222 231 239 247 255
These should give identical results when converted to SNES format, but I can't guarantee anything since pcx2snes (at least the version I have) does some kind of weird chroma dithering - which is why I don't use pcx2snes except for rough mockups...
...
If you're using the GIMP, just try the built-in posterize function with 32 levels. Unless they've changed it recently, it should snap the colour values to the numbers from the division method. (Alternately, you could save it as a 16-bit X1R5G5B5 bitmap and reload it... yes, I know neither of these helps with colour picking...)