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b05c7265d6
The texel transform is wrong for palettes, and silently so. A lookup table answers only the colours it contains -- the ones its MODEL is painted with -- and the engine's ADVANCED palettes are a different set entirely: BLUEMON's blue is not any blue on the Gyarados model. Asked to shift a palette, the table returned it unchanged, so the five table species produced no sprite shift at all and the most dramatic shiny in the game came out identical. paletteTransform picks the right tool per species: the slide where there is one, the tint multiplier (which IS derived from the table) where there is not. 149 of 151 palettes now move; the two that do not are Jigglypuff and Wigglytuff, whose shiny genuinely leaves the body almost where it was. Plus the two tools that make the comparison sheet. Worth saying why it is a palette job at all: Gen 1 battle pics carry no colour -- they are four-shade DMG grey, and every bit of colour is the palette laid over them. So a shiny sprite is the same pixels under a shifted palette, and a sheet built any other way would be showing something the game never draws. Sheet at .claude/shiny_update/7_sprites_all151.png, every species beside its own control.