ShinyPalette.lua
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-- The shiny recolour: Stadium's own HSL slide, run over decoded texels. -- -- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not -- ship a second set of textures for a shiny Pokemon; they convert the -- colours the model already has to HSL and slide them -- a hue rotation in -- degrees, plus saturation and lightness on a quantized integer scale of -- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly -- the range of GIMP's Hue-Saturation sliders, which is where the 12.5% -- figure was measured. s = -8 is full greyscale, l = +8 is white. -- -- That equivalence is why the maths below is GIMP's Hue-Saturation and not -- a plain additive offset: -- -- saturation s' = s * (1 + k) multiplicative -- lightness l' = l * (1 + k) k < 0 scale toward black -- l' = l + k * (1 - l) k > 0 blend toward white -- -- The multiplicative saturation is the reason this is safe to run over a -- whole texture rather than a masked region: a pixel with no saturation -- -- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue -- rotation and the saturation step, for free and by construction. Only the -- lightness step touches achromatic pixels, which is why the species -- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the -- ones worth looking at with human eyes. -- -- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff -- and Gyarados get a real alternate texture in Stadium, because their shiny -- moves one region a long way and leaves another alone -- Jigglypuff's body -- stays pink while its irises go green -- and a single rotation moves -- everything or nothing. -- -- Those five carry `lut` instead: an explicit before/after colour mapping, -- sampled from the verified texture pairs, listing only the colours that -- actually move. A first attempt drove them from a handful of per-region -- anchors and picked the nearest one per pixel, which is wrong in a way -- worth recording: with regions as far apart as Clefairy's pink body and -- its green ear tips, a dark red shadow pixel is "nearest" to the green and -- gets rotated 150 degrees the wrong way. The fixture caught it at a -- 124/255 channel error. An exact table is a few tens of kilobytes and has -- no such failure mode, so these five are data rather than algorithm. -- -- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in -- memory at that moment (StadiumFragment.decodeTexture), and -- the part -- that matters -- generated effect frames are still distinguishable there. -- StadiumFx marks them `generated = true`, and the packer drops that field, -- so at runtime an additive flame can only be inferred back from the prim -- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide -- and an ordinary fire. Doing the work while the marker still exists means -- the discrimination is exact rather than reconstructed. -- -- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few -- hundred distinct colours across tens of thousands of texels. Converting -- per DISTINCT COLOUR instead of per pixel turns the inner loop into a -- table lookup, which is the difference between a pass that is felt during -- the install and one that is not. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local ShinyPalette = {} local floor, min, max, abs = math.floor, math.min, math.max, math.abs local byte, char, concat = string.byte, string.char, table.concat -- ------- HSL local function rgbToHsl(r, g, b) r, g, b = r / 255, g / 255, b / 255 local mx, mn = max(r, g, b), min(r, g, b) local l = (mx + mn) / 2 if mx == mn then return 0, 0, l end -- achromatic: hue is undefined local d = mx - mn local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn) local h if mx == r then h = (g - b) / d + (g < b and 6 or 0) elseif mx == g then h = (b - r) / d + 2 else h = (r - g) / d + 4 end return h * 60, s, l end local function hue2rgb(p, q, t) if t < 0 then t = t + 1 end if t > 1 then t = t - 1 end if t < 1 / 6 then return p + (q - p) * 6 * t end if t < 1 / 2 then return q end if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end return p end local function hslToRgb(h, s, l) if s <= 0 then local v = floor(l * 255 + 0.5) return v, v, v end h = (h % 360) / 360 local q = l < 0.5 and l * (1 + s) or l + s - l * s local p = 2 * l - q return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5), floor(hue2rgb(p, q, h) * 255 + 0.5), floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5) end -- GIMP's two curves, shared by the slide and the anchor paths so both -- reach the same colour from the same k. local function shiftSat(s, k) if k == 0 then return s end return max(0, min(1, s * (1 + k))) end local function shiftLight(l, k) if k == 0 then return l end if k < 0 then return max(0, l * (1 + k)) end return min(1, l + k * (1 - l)) end -- ------- the two kinds of transform -- A whole-model slide: the 146 species Stadium recolours this way. local function slideFn(slide) local dh = slide.h or 0 local ks = (slide.s or 0) * 0.125 local kl = (slide.l or 0) * 0.125 return function(r, g, b) local h, s, l = rgbToHsl(r, g, b) -- An achromatic pixel has no hue to rotate and no saturation to scale; -- only a lightness step can reach it. Returning early is not just -- speed, it is exactness: round-tripping grey through HSL and back can -- move it by a unit, and a tooth that drifts is a visible defect. if s <= 0 then if kl == 0 then return r, g, b end local v = floor(shiftLight(l, kl) * 255 + 0.5) return v, v, v end return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl)) end end -- An exact colour mapping: the five species Stadium gives a real second -- texture. A colour absent from the table is one the alternate texture left -- alone, so passing it straight through is the correct answer, not a -- fallback -- that is how Wigglytuff keeps its white belly and its black -- inner ears while its body moves to lilac. local function lutFn(lut) return function(r, g, b) local hit = lut[r * 65536 + g * 256 + b] if not hit then return r, g, b end return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256 end end -- ------- the colour table -- -- Loaded lazily and cached. Two paths on purpose: through the mod namespace -- when the mod is running, and straight off disk when it is not. The -- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only -- `require` and `mod.log`, and the recolour has to be exercisable under -- exactly that harness -- a colour transform that can only run inside a -- live LOVE process is a colour transform nobody will test. local colors = nil local function loadColors() if colors ~= nil then return colors or nil end if V and V.data then local ok, t = pcall(V.data, "shiny_colors") if ok and type(t) == "table" then colors = t; return colors end end -- Off disk, RELATIVE TO THE MOD rather than to the working directory. -- V.path is the mod's own directory (main.lua sets it; the headless -- harnesses set it to whatever --mod they were given). Guessing from the -- cwd instead is what made this silently find nothing when the extraction -- test was run from the project root rather than from the mod: every -- species built, none recoloured, and a PASS at the end of it. local tries = {} if V and V.path then tries[#tries + 1] = V.path .. "/data/shiny_colors.lua" end tries[#tries + 1] = "data/shiny_colors.lua" tries[#tries + 1] = "mods/DramaticShapeVoxelMod/data/shiny_colors.lua" for _, p in ipairs(tries) do local chunk = loadfile(p) if chunk then local ok, t = pcall(chunk) if ok and type(t) == "table" then colors = t; return colors end end end colors = false -- cache the miss; do not retry the disk per species return nil end -- Whether the colour table was found at all. The extraction asks so it can -- say "no colours" once and loudly, rather than reporting 151 successful -- builds with no shiny variant among them. function ShinyPalette.haveColors() return loadColors() ~= nil end -- The spec for one dex number, or nil if we have nothing for it. function ShinyPalette.forDex(dex) local all = loadColors() return all and all[dex] or nil end -- Build the pixel transform for one species' spec, or nil when there is -- nothing to do. function ShinyPalette.transform(spec) if type(spec) ~= "table" then return nil end if spec.lut then if next(spec.lut) == nil then return nil end return lutFn(spec.lut) end local s = spec.slide if not s then return nil end if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end return slideFn(s) end -- ------- the pass over one texture -- -- Memoised per distinct colour (see the header). The key packs RGB into one -- integer because a table with 24-bit integer keys is a flat array probe, -- where a "r,g,b" string key would allocate on every pixel -- and allocation -- inside a multi-million-iteration loop is the whole cost. -- -- Alpha is copied through untouched, never premultiplied and never -- recomputed: the transform is defined on colour alone, and a shiny -- Gastly's soft edge must stay exactly as soft as it was. function ShinyPalette.recolorTexels(rgba, fn) local n = #rgba if n == 0 or not fn then return rgba end local memo = {} local out, blocks = {}, {} local bi = 0 for i = 1, n, 4 do local r, g, b, a = byte(rgba, i, i + 3) local key = r * 65536 + g * 256 + b local hit = memo[key] if not hit then local nr, ng, nb = fn(r, g, b) hit = { nr, ng, nb } memo[key] = hit end bi = bi + 1 blocks[bi] = char(hit[1], hit[2], hit[3], a) -- flushed in blocks so the concat never walks a table with millions of -- one-texel strings in it if bi >= 4096 then out[#out + 1] = concat(blocks) blocks, bi = {}, 0 end end if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end return concat(out) end -- ------- a tint, for the flat sprites -- -- The 3D models get real recoloured texels. The 2D battle pics cannot: the -- engine bakes a species palette into a cached image keyed by path and -- palette name, and that cache has no idea which INDIVIDUAL is being drawn. -- What is available per-draw is the draw colour, which multiplies. -- -- So the pic is tinted, and the tint is derived from the species' OWN shiny -- slide rather than being a generic gold: run a spread of reference colours -- through the real transform, take the mean ratio out to in, and that is -- the multiply that best stands in for it. A shiny Golbat leans green, a -- shiny Charizard goes dusky, and neither is a costume. -- -- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species' -- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets -- clamped, so those come out under-shifted -- present, but quieter than the -- model. The floor keeps the darkest cases readable rather than muddy. local TINT_FLOOR = 0.45 local tintCache = {} -- Mid-tone references across the wheel. Deliberately not greys: the slide -- is multiplicative in saturation, so a grey reference would report no -- change for every species and hand back a tint of 1,1,1. local REFS = { { 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 }, { 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 }, } function ShinyPalette.tintFor(dex) local hit = tintCache[dex] if hit ~= nil then return hit or nil end local spec = ShinyPalette.forDex(dex) local fn = ShinyPalette.transform(spec) if not fn then tintCache[dex] = false; return nil end local sr, sg, sb, n = 0, 0, 0, 0 if spec.lut then -- A lookup table answers only the colours that are IN it, so running -- synthetic references through one returns them untouched and reports a -- tint of exactly 1 -- i.e. no tint, for the five species whose shiny is -- the most dramatic in the game. (A shiny Gyarados came out with an -- ordinary blue pic for precisely this reason.) The table's own entries -- are the right sample: they are what this Pokemon is actually made of. for from, to in pairs(spec.lut) do local fr, fg, fb = floor(from / 65536) % 256, floor(from / 256) % 256, from % 256 local tr, tg, tb = floor(to / 65536) % 256, floor(to / 256) % 256, to % 256 -- guard the near-black entries: a ratio against 2 is noise, and a -- handful of them would swamp the mean if fr > 24 and fg > 24 and fb > 24 then sr = sr + tr / fr sg = sg + tg / fg sb = sb + tb / fb n = n + 1 end end end -- A slide: measure it against the colour this Pokemon is mostly MADE of. -- -- Averaging over a balanced set of references does not work, and the -- reason is worth keeping: a hue rotation moves red toward cyan and cyan -- toward red, so over a symmetric wheel the ratios cancel and every -- species reports a tint of 1. Charizard and Ponyta both came back with no -- tint at all that way. One real body colour, rotated, is the whole -- answer. if n == 0 and spec.dom then local dr = floor(spec.dom / 65536) % 256 local dg = floor(spec.dom / 256) % 256 local db = spec.dom % 256 if dr > 12 and dg > 12 and db > 12 then local r, g, b = fn(dr, dg, db) sr, sg, sb, n = r / dr, g / dg, b / db, 1 end end if n == 0 then for _, c in ipairs(REFS) do local r, g, b = fn(c[1], c[2], c[3]) sr = sr + r / c[1] sg = sg + g / c[2] sb = sb + b / c[3] n = n + 1 end end local t = { max(TINT_FLOOR, min(1, sr / n)), max(TINT_FLOOR, min(1, sg / n)), max(TINT_FLOOR, min(1, sb / n)), } -- a tint that came out as no tint at all is worse than none: it costs a -- colour-hook wrap per draw and changes nothing if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then tintCache[dex] = false return nil end tintCache[dex] = t return t end -- A transform for PALETTE colours rather than texture texels. -- -- The two are not the same job, and using the texel transform on a palette -- quietly does nothing for five species. A lookup table answers only the -- colours that are in it -- the ones its model is painted with -- and the -- engine's ADVANCED palettes are a different set of colours entirely -- (BLUEMON's blue is not any blue on the Gyarados model). Asked to shift a -- palette, the table therefore returns it unchanged, and the most dramatic -- shiny in the game comes out identical. -- -- So: slide species use the slide, which is defined on all colours. Table -- species fall back to their tint multiplier, which IS derived from the -- table and does carry its direction. -- ------- reading a SLIDE back out of a lookup table -- -- A multiply was the first answer here and it is not good enough. Gyarados is -- the whole argument: its shiny is BLUE TURNING RED, and no multiply reaches -- red from blue -- it can only darken what is already there, so the most -- dramatic shiny in the game came out a dull mauve. That is the same ceiling -- the flat tint hit (see lib/ShinyPics.lua), reached from the other side. -- -- But the table is not just a direction, it is the ANSWER: 1857 exact -- (normal -> shiny) pairs lifted from Stadium's own alternate textures. Read -- as HSL, each pair is a hue rotation, a saturation scale and a lightness -- step -- which is precisely the shape of a slide. So the five table species -- get a slide MEASURED from their own table rather than declared, and the one -- transform serves all 151. -- -- Averaged over the pairs because a real alternate texture is not a perfect -- slide -- that is why it is a texture -- but it is close enough to one that -- the mean carries the change a player actually sees. -- -- hue circularly (sum the unit vectors), or opposite rotations -- would cancel to "no change" -- saturation as GIMP's k, s2 = s1 * (1 + k), skipping near-grey pairs -- where the ratio is noise -- lightness as GIMP's two-sided k, matching shiftLight local slideCache = {} local function slideFromLut(lut) local sx, sy, hueN = 0, 0, 0 local sk, sn, lk, ln = 0, 0, 0, 0 for key, val in pairs(lut) do local r1 = floor(key / 65536) % 256 local g1 = floor(key / 256) % 256 local b1 = key % 256 local r2 = floor(val / 65536) % 256 local g2 = floor(val / 256) % 256 local b2 = val % 256 local h1, s1, l1 = rgbToHsl(r1, g1, b1) local h2, s2, l2 = rgbToHsl(r2, g2, b2) -- an achromatic end has no hue, so the pair says nothing about rotation if s1 > 0.08 and s2 > 0.08 then -- DEGREES, both of them: rgbToHsl returns h*60 and hslToRgb takes -- `h % 360`, so the declared slides are in degrees too (-136 for -- Charizard) and a measured one has to come out in the same unit. It -- did not at first, and a rotation of 0.13 TURNS read as 0.13 degrees: -- Gyarados stayed blue and the whole point of measuring was lost. local d = math.rad(h2 - h1) sx, sy = sx + math.cos(d), sy + math.sin(d) hueN = hueN + 1 sk, sn = sk + (s2 / s1 - 1), sn + 1 end if l1 > 0.02 and l1 < 0.98 then lk = lk + (l2 < l1 and (l2 / l1 - 1) or ((l2 - l1) / (1 - l1))) ln = ln + 1 end end local dh = 0 if hueN > 0 and (sx * sx + sy * sy) > 1e-9 then dh = math.deg(math.atan2(sy, sx)) end -- back into the -8..+8 STEPS the slide fields are in, so the value that -- comes out of here is the same kind of number as the 146 declared ones return { h = dh, s = sn > 0 and (sk / sn) / 0.125 or 0, l = ln > 0 and (lk / ln) / 0.125 or 0, } end -- A transform for PALETTE colours rather than texture texels. -- -- The two are not the same job. A lookup table answers only the colours that -- are IN it -- the ones its model is painted with -- and the engine's palettes -- are a different set entirely (BLUEMON's blue is not any blue on the -- Gyarados model), so the table asked to shift a palette returns it unchanged -- and the most dramatic shiny in the game comes out identical. -- -- So: slide species use their declared slide, and table species use one -- measured out of their table by slideFromLut above. Both end up in the same -- HSL transform, which is the only kind that can rotate a hue. -- ------- and why the LIGHTNESS step is damped on a palette -- -- A slide's l is authored against a TEXTURE: thousands of texels spread -- across the middle of the range, where "six steps darker" reads as a shadow -- falling over the animal. A Game Boy palette is not that. It is a four-shade -- RAMP from paper to ink, and only the middle two shades are the Pokemon -- -- both already dark relative to the white they sit on, and both needing to -- stay clear of the fixed ink below them. -- -- Applied whole, Golbat's -6 took its two shades to 27,42,37 and 34,58,52: -- correct green, and a green nobody can see against a 25,16,16 outline. Half -- the step keeps the direction and keeps the pic readable, which is the trade -- the ramp forces. Hue and saturation are untouched -- they are what makes a -- shiny recognisable as one, and neither collides with the paper or the ink. ShinyPalette.PALETTE_LIGHT_DAMP = 0.5 function ShinyPalette.paletteTransform(dex) local spec = ShinyPalette.forDex(dex) local slide = spec and spec.slide if not spec then return nil end if spec.lut then if slideCache[dex] == nil then slideCache[dex] = slideFromLut(spec.lut) or false end slide = slideCache[dex] or nil end if not slide then return nil end return slideFn({ h = slide.h or 0, s = slide.s or 0, l = (slide.l or 0) * ShinyPalette.PALETTE_LIGHT_DAMP, }) end -- The measured slide itself, for the tests and for anyone checking the five -- against Stadium's own textures. function ShinyPalette.lutSlide(dex) local spec = ShinyPalette.forDex(dex) if not (spec and spec.lut) then return nil end if slideCache[dex] == nil then slideCache[dex] = slideFromLut(spec.lut) or false end return slideCache[dex] or nil end -- ------- the pass over one species' whole texture array -- Recolour `textures` in place, skipping the ones that must not move. -- -- Two exclusions, both load-bearing: -- -- generated / index == -1 StadiumFx's flipbook frames -- flames, beams, -- sparks. A shiny Pokemon has a shiny hide and -- an ordinary fire; tinting the attack effects -- would read as a bug. This marker exists ONLY -- here, which is why the recolour lives at -- extraction (see the header). -- w or h of zero a degenerate slot with nothing to transform. -- -- Returns the number of textures actually touched, so the caller can tell a -- species that recoloured from one that silently did not. function ShinyPalette.recolorTextures(textures, spec) local fn = ShinyPalette.transform(spec) if not fn then return 0 end local touched = 0 for i = 1, #textures do local t = textures[i] local skip = t.generated == true or t.index == -1 or not t.w or not t.h or t.w == 0 or t.h == 0 if not skip and t.rgba and #t.rgba > 0 then t.rgba = ShinyPalette.recolorTexels(t.rgba, fn) touched = touched + 1 end end return touched end return ShinyPalette