Changing a palette affects the three different layers of a texture. These three layers are: Background, Foreground, and Minor Foreground.
Palette Value | Description |
---|---|
0 | Default. Access Switch/Card = blue. |
1 | All layers become blue. The usual choice to designate certain sprites as Multiplayer-only or DukeMatch-only. |
2 | All layers become red. |
3 | Null. Troopers will appear as default blue colour. The usual choice to neutralize parallaxed space textures. |
4 | All layers become solid black. |
5 | All red colours become brown. |
6 | All layers become night vision green. |
7 | All layers become yellowish-bronze. |
8 | All layers become light green. |
9 | Null. Troopers will appear as default blue colour. |
10 | Foreground becomes red. |
11 | Foreground becomes light green. |
12 | Foreground becomes light gray. |
13 | Foreground becomes dark gray. |
14 | Foreground becomes dark green. |
15 | Foreground becomes light brown. |
16 | Foreground becomes dark blue. |
17 | Foreground becomes green, Minor Foreground and Background become blue. |
18 | Foreground becomes light gray (same as 12). |
19 | Foreground becomes gray, Minor Foreground and Background become red. |
20 | Foreground becomes gray, Minor Foreground and Background become blue. |
21 | Foreground becomes red. Access Switch/Card = red. Assault trooper becomes captain. Bosses become mini-bosses. |
22 | Foreground becomes light green (same as 11). |
23 | Foreground becomes yellow. Access Switch/Card = yellow. |
24 | Apparently swaps bits of gray and red. Some objects look bloody, others change drastically. |
25 | Minor Foreground becomes red. |
26* | Invalid in Build. Visibility fog becomes white in Mapster32. |
27* | Invalid in Build. Visibility fog becomes red in Mapster32. |
28* | Invalid in Build. Visibility fog becomes green in Mapster32. |
29* | Invalid in Build. Visibility fog becomes blue in Mapster32. |
*26+ are invalid values in Build. They are rainbowish and appear solid black from a distance.