mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 15:20:51 +02:00
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.
417 lines
16 KiB
Lua
417 lines
16 KiB
Lua
-- The shiny recolour: Stadium's own HSL slide, run over decoded texels.
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--
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-- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not
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-- ship a second set of textures for a shiny Pokemon; they convert the
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-- colours the model already has to HSL and slide them -- a hue rotation in
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-- degrees, plus saturation and lightness on a quantized integer scale of
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-- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly
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-- the range of GIMP's Hue-Saturation sliders, which is where the 12.5%
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-- figure was measured. s = -8 is full greyscale, l = +8 is white.
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--
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-- That equivalence is why the maths below is GIMP's Hue-Saturation and not
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-- a plain additive offset:
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--
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-- saturation s' = s * (1 + k) multiplicative
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-- lightness l' = l * (1 + k) k < 0 scale toward black
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-- l' = l + k * (1 - l) k > 0 blend toward white
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--
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-- The multiplicative saturation is the reason this is safe to run over a
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-- whole texture rather than a masked region: a pixel with no saturation --
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-- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue
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-- rotation and the saturation step, for free and by construction. Only the
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-- lightness step touches achromatic pixels, which is why the species
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-- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the
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-- ones worth looking at with human eyes.
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--
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-- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff
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-- and Gyarados get a real alternate texture in Stadium, because their shiny
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-- moves one region a long way and leaves another alone -- Jigglypuff's body
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-- stays pink while its irises go green -- and a single rotation moves
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-- everything or nothing.
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--
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-- Those five carry `lut` instead: an explicit before/after colour mapping,
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-- sampled from the verified texture pairs, listing only the colours that
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-- actually move. A first attempt drove them from a handful of per-region
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-- anchors and picked the nearest one per pixel, which is wrong in a way
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-- worth recording: with regions as far apart as Clefairy's pink body and
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-- its green ear tips, a dark red shadow pixel is "nearest" to the green and
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-- gets rotated 150 degrees the wrong way. The fixture caught it at a
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-- 124/255 channel error. An exact table is a few tens of kilobytes and has
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-- no such failure mode, so these five are data rather than algorithm.
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--
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-- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in
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-- memory at that moment (StadiumFragment.decodeTexture), and -- the part
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-- that matters -- generated effect frames are still distinguishable there.
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-- StadiumFx marks them `generated = true`, and the packer drops that field,
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-- so at runtime an additive flame can only be inferred back from the prim
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-- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide
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-- and an ordinary fire. Doing the work while the marker still exists means
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-- the discrimination is exact rather than reconstructed.
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--
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-- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few
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-- hundred distinct colours across tens of thousands of texels. Converting
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-- per DISTINCT COLOUR instead of per pixel turns the inner loop into a
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-- table lookup, which is the difference between a pass that is felt during
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-- the install and one that is not.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local ShinyPalette = {}
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local floor, min, max, abs = math.floor, math.min, math.max, math.abs
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local byte, char, concat = string.byte, string.char, table.concat
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-- ------- HSL
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local function rgbToHsl(r, g, b)
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r, g, b = r / 255, g / 255, b / 255
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local mx, mn = max(r, g, b), min(r, g, b)
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local l = (mx + mn) / 2
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if mx == mn then return 0, 0, l end -- achromatic: hue is undefined
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local d = mx - mn
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local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
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local h
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if mx == r then
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h = (g - b) / d + (g < b and 6 or 0)
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elseif mx == g then
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h = (b - r) / d + 2
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else
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h = (r - g) / d + 4
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end
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return h * 60, s, l
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end
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local function hue2rgb(p, q, t)
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if t < 0 then t = t + 1 end
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if t > 1 then t = t - 1 end
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if t < 1 / 6 then return p + (q - p) * 6 * t end
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if t < 1 / 2 then return q end
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if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end
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return p
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end
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local function hslToRgb(h, s, l)
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if s <= 0 then
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local v = floor(l * 255 + 0.5)
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return v, v, v
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end
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h = (h % 360) / 360
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local q = l < 0.5 and l * (1 + s) or l + s - l * s
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local p = 2 * l - q
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return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5),
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floor(hue2rgb(p, q, h) * 255 + 0.5),
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floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5)
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end
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-- GIMP's two curves, shared by the slide and the anchor paths so both
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-- reach the same colour from the same k.
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local function shiftSat(s, k)
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if k == 0 then return s end
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return max(0, min(1, s * (1 + k)))
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end
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local function shiftLight(l, k)
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if k == 0 then return l end
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if k < 0 then return max(0, l * (1 + k)) end
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return min(1, l + k * (1 - l))
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end
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-- ------- the two kinds of transform
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-- A whole-model slide: the 146 species Stadium recolours this way.
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local function slideFn(slide)
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local dh = slide.h or 0
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local ks = (slide.s or 0) * 0.125
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local kl = (slide.l or 0) * 0.125
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return function(r, g, b)
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local h, s, l = rgbToHsl(r, g, b)
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-- An achromatic pixel has no hue to rotate and no saturation to scale;
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-- only a lightness step can reach it. Returning early is not just
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-- speed, it is exactness: round-tripping grey through HSL and back can
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-- move it by a unit, and a tooth that drifts is a visible defect.
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if s <= 0 then
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if kl == 0 then return r, g, b end
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local v = floor(shiftLight(l, kl) * 255 + 0.5)
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return v, v, v
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end
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return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl))
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end
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end
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-- An exact colour mapping: the five species Stadium gives a real second
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-- texture. A colour absent from the table is one the alternate texture left
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-- alone, so passing it straight through is the correct answer, not a
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-- fallback -- that is how Wigglytuff keeps its white belly and its black
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-- inner ears while its body moves to lilac.
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local function lutFn(lut)
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return function(r, g, b)
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local hit = lut[r * 65536 + g * 256 + b]
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if not hit then return r, g, b end
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return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256
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end
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end
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-- ------- the colour table
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--
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-- Loaded lazily and cached. Two paths on purpose: through the mod namespace
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-- when the mod is running, and straight off disk when it is not. The
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-- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only
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-- `require` and `mod.log`, and the recolour has to be exercisable under
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-- exactly that harness -- a colour transform that can only run inside a
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-- live LOVE process is a colour transform nobody will test.
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local colors = nil
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local function loadColors()
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if colors ~= nil then return colors or nil end
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if V and V.data then
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local ok, t = pcall(V.data, "shiny_colors")
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if ok and type(t) == "table" then colors = t; return colors end
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end
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-- Off disk, RELATIVE TO THE MOD rather than to the working directory.
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-- V.path is the mod's own directory (main.lua sets it; the headless
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-- harnesses set it to whatever --mod they were given). Guessing from the
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-- cwd instead is what made this silently find nothing when the extraction
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-- test was run from the project root rather than from the mod: every
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-- species built, none recoloured, and a PASS at the end of it.
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local tries = {}
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if V and V.path then tries[#tries + 1] = V.path .. "/data/shiny_colors.lua" end
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tries[#tries + 1] = "data/shiny_colors.lua"
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tries[#tries + 1] = "mods/DramaticShapeVoxelMod/data/shiny_colors.lua"
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for _, p in ipairs(tries) do
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local chunk = loadfile(p)
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if chunk then
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local ok, t = pcall(chunk)
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if ok and type(t) == "table" then colors = t; return colors end
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end
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end
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colors = false -- cache the miss; do not retry the disk per species
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return nil
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end
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-- Whether the colour table was found at all. The extraction asks so it can
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-- say "no colours" once and loudly, rather than reporting 151 successful
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-- builds with no shiny variant among them.
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function ShinyPalette.haveColors()
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return loadColors() ~= nil
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end
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-- The spec for one dex number, or nil if we have nothing for it.
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function ShinyPalette.forDex(dex)
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local all = loadColors()
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return all and all[dex] or nil
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end
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-- Build the pixel transform for one species' spec, or nil when there is
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-- nothing to do.
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function ShinyPalette.transform(spec)
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if type(spec) ~= "table" then return nil end
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if spec.lut then
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if next(spec.lut) == nil then return nil end
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return lutFn(spec.lut)
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end
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local s = spec.slide
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if not s then return nil end
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if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end
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return slideFn(s)
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end
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-- ------- the pass over one texture
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--
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-- Memoised per distinct colour (see the header). The key packs RGB into one
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-- integer because a table with 24-bit integer keys is a flat array probe,
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-- where a "r,g,b" string key would allocate on every pixel -- and allocation
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-- inside a multi-million-iteration loop is the whole cost.
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--
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-- Alpha is copied through untouched, never premultiplied and never
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-- recomputed: the transform is defined on colour alone, and a shiny
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-- Gastly's soft edge must stay exactly as soft as it was.
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function ShinyPalette.recolorTexels(rgba, fn)
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local n = #rgba
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if n == 0 or not fn then return rgba end
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local memo = {}
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local out, blocks = {}, {}
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local bi = 0
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for i = 1, n, 4 do
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local r, g, b, a = byte(rgba, i, i + 3)
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local key = r * 65536 + g * 256 + b
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local hit = memo[key]
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if not hit then
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local nr, ng, nb = fn(r, g, b)
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hit = { nr, ng, nb }
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memo[key] = hit
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end
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bi = bi + 1
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blocks[bi] = char(hit[1], hit[2], hit[3], a)
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-- flushed in blocks so the concat never walks a table with millions of
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-- one-texel strings in it
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if bi >= 4096 then
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out[#out + 1] = concat(blocks)
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blocks, bi = {}, 0
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end
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end
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if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end
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return concat(out)
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end
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-- ------- a tint, for the flat sprites
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--
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-- The 3D models get real recoloured texels. The 2D battle pics cannot: the
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-- engine bakes a species palette into a cached image keyed by path and
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-- palette name, and that cache has no idea which INDIVIDUAL is being drawn.
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-- What is available per-draw is the draw colour, which multiplies.
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--
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-- So the pic is tinted, and the tint is derived from the species' OWN shiny
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-- slide rather than being a generic gold: run a spread of reference colours
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-- through the real transform, take the mean ratio out to in, and that is
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-- the multiply that best stands in for it. A shiny Golbat leans green, a
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-- shiny Charizard goes dusky, and neither is a costume.
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--
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-- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species'
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-- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets
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-- clamped, so those come out under-shifted -- present, but quieter than the
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-- model. The floor keeps the darkest cases readable rather than muddy.
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local TINT_FLOOR = 0.45
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local tintCache = {}
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-- Mid-tone references across the wheel. Deliberately not greys: the slide
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-- is multiplicative in saturation, so a grey reference would report no
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-- change for every species and hand back a tint of 1,1,1.
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local REFS = {
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{ 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 },
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{ 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 },
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}
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function ShinyPalette.tintFor(dex)
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local hit = tintCache[dex]
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if hit ~= nil then return hit or nil end
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local spec = ShinyPalette.forDex(dex)
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local fn = ShinyPalette.transform(spec)
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if not fn then tintCache[dex] = false; return nil end
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local sr, sg, sb, n = 0, 0, 0, 0
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if spec.lut then
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-- A lookup table answers only the colours that are IN it, so running
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-- synthetic references through one returns them untouched and reports a
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-- tint of exactly 1 -- i.e. no tint, for the five species whose shiny is
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-- the most dramatic in the game. (A shiny Gyarados came out with an
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-- ordinary blue pic for precisely this reason.) The table's own entries
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-- are the right sample: they are what this Pokemon is actually made of.
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for from, to in pairs(spec.lut) do
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local fr, fg, fb = floor(from / 65536) % 256, floor(from / 256) % 256,
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from % 256
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local tr, tg, tb = floor(to / 65536) % 256, floor(to / 256) % 256,
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to % 256
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-- guard the near-black entries: a ratio against 2 is noise, and a
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-- handful of them would swamp the mean
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if fr > 24 and fg > 24 and fb > 24 then
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sr = sr + tr / fr
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sg = sg + tg / fg
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sb = sb + tb / fb
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n = n + 1
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end
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end
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end
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-- A slide: measure it against the colour this Pokemon is mostly MADE of.
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--
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-- Averaging over a balanced set of references does not work, and the
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-- reason is worth keeping: a hue rotation moves red toward cyan and cyan
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-- toward red, so over a symmetric wheel the ratios cancel and every
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-- species reports a tint of 1. Charizard and Ponyta both came back with no
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-- tint at all that way. One real body colour, rotated, is the whole
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-- answer.
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if n == 0 and spec.dom then
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local dr = floor(spec.dom / 65536) % 256
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local dg = floor(spec.dom / 256) % 256
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local db = spec.dom % 256
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if dr > 12 and dg > 12 and db > 12 then
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local r, g, b = fn(dr, dg, db)
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sr, sg, sb, n = r / dr, g / dg, b / db, 1
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end
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end
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if n == 0 then
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for _, c in ipairs(REFS) do
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local r, g, b = fn(c[1], c[2], c[3])
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sr = sr + r / c[1]
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sg = sg + g / c[2]
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sb = sb + b / c[3]
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n = n + 1
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end
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end
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local t = {
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max(TINT_FLOOR, min(1, sr / n)),
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max(TINT_FLOOR, min(1, sg / n)),
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max(TINT_FLOOR, min(1, sb / n)),
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}
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-- a tint that came out as no tint at all is worse than none: it costs a
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-- colour-hook wrap per draw and changes nothing
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if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then
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tintCache[dex] = false
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return nil
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end
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tintCache[dex] = t
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return t
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end
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-- A transform for PALETTE colours rather than texture texels.
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--
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-- The two are not the same job, and using the texel transform on a palette
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-- quietly does nothing for five species. A lookup table answers only the
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-- colours that are in it -- the ones its model is painted with -- and the
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-- engine's ADVANCED palettes are a different set of colours entirely
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-- (BLUEMON's blue is not any blue on the Gyarados model). Asked to shift a
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-- palette, the table therefore returns it unchanged, and the most dramatic
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-- shiny in the game comes out identical.
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--
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-- So: slide species use the slide, which is defined on all colours. Table
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-- species fall back to their tint multiplier, which IS derived from the
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-- table and does carry its direction.
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function ShinyPalette.paletteTransform(dex)
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local spec = ShinyPalette.forDex(dex)
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if not spec then return nil end
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if not spec.lut then return ShinyPalette.transform(spec) end
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local t = ShinyPalette.tintFor(dex)
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if not t then return nil end
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return function(r, g, b)
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return floor(min(255, r * t[1]) + 0.5),
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floor(min(255, g * t[2]) + 0.5),
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floor(min(255, b * t[3]) + 0.5)
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end
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end
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-- ------- the pass over one species' whole texture array
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-- Recolour `textures` in place, skipping the ones that must not move.
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--
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-- Two exclusions, both load-bearing:
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--
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-- generated / index == -1 StadiumFx's flipbook frames -- flames, beams,
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-- sparks. A shiny Pokemon has a shiny hide and
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-- an ordinary fire; tinting the attack effects
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-- would read as a bug. This marker exists ONLY
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-- here, which is why the recolour lives at
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-- extraction (see the header).
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-- w or h of zero a degenerate slot with nothing to transform.
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--
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-- Returns the number of textures actually touched, so the caller can tell a
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-- species that recoloured from one that silently did not.
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function ShinyPalette.recolorTextures(textures, spec)
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local fn = ShinyPalette.transform(spec)
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if not fn then return 0 end
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local touched = 0
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for i = 1, #textures do
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local t = textures[i]
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local skip = t.generated == true or t.index == -1
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or not t.w or not t.h or t.w == 0 or t.h == 0
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if not skip and t.rgba and #t.rgba > 0 then
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t.rgba = ShinyPalette.recolorTexels(t.rgba, fn)
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touched = touched + 1
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end
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end
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return touched
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end
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return ShinyPalette
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