Bregalad wrote:Ninja Gaiden 3 have this effect on the status bar when you loose a life.
But the status bar is just an abstract collection of letters and numbers. You can apply any color to it anyway.
But in "Ninja Gaiden", you don't have a source palette and a destination palette and then a bunch of in-between palettes that you can analyze to find out what algorithm they used to turn the dark yellow of screen 1 into light pink of screen 2.
Bregalad wrote:Mega Man's ending have an animation with the sun setting down, however I doubt the palette values are not simply pre-calculated.
Yeah, that's not the same situation anyway: You have a single scene and this scene is shown in different colors that are all valid scene colors: Every shade really represents a certain time frame of the scene.
But my situation is: You have two different
actual color palettes. And now the game gradually switches between both palettes by shortly showing intermediate
virtual versions.
These intermediate versions are not supposed to indicate that the scene ever looked like that.
(If I have a green plant in one screen and a purple roof in another screen that simply occupies the same index in the palette, this doesn't mean that the roof was ever brown, just because my scene switch effect cycles through these colors.)
That's not the same as in the "Mega Man" ending where
every shade is supposed to be a full representation of the scene at a specific point in time.
So, there's nothing to analyze here, from an algorithm point of view.
And the color change in "Final Fantasy" when entering the menu or a shop is just some general color cycling before the screen completely fades to black. The source colors don't transform into destination colors, they simply blink a bit before everything goes dark and a completely new, unrelated scene is created from scratch.
I would need something like this, but in an NES game:
http://www.youtube.com/watch?v=YzEU19PUVuE&t=13m19s