Quiest
I like turtles!
Everytime I convert my 16 bit fpgs to 8 bit fpgs, FPGEdit says "The generated palette has a precision of [ 100% ]", and the sprites look as normal as they should.
But only in FPGEdit.
When I run the game, all colors are weird!
The only thing that works is the MetalSlug intro.
Why does this work, but every other sprite is messed up?
Of course I changed the set_mode(320,240,16); to set_mode(320,240,8).
Any ideas, how I can make this work correctly?
EDIT: Here is a screenshot of what it looks like:
Oh, and I noticed, that when I load the game directly in the level (without intro&charselect screen) the background&foreground have the right colors, but the player, etc. are still messed up. Thats some damn weird problem.
May this have something to do with using different fpgs palette?
Does FPGEdit create a different palette for each fpg?
If thats the case, what can I do?
But only in FPGEdit.
When I run the game, all colors are weird!
The only thing that works is the MetalSlug intro.
Why does this work, but every other sprite is messed up?
Of course I changed the set_mode(320,240,16); to set_mode(320,240,8).
Any ideas, how I can make this work correctly?
EDIT: Here is a screenshot of what it looks like:

Oh, and I noticed, that when I load the game directly in the level (without intro&charselect screen) the background&foreground have the right colors, but the player, etc. are still messed up. Thats some damn weird problem.
May this have something to do with using different fpgs palette?
Does FPGEdit create a different palette for each fpg?
If thats the case, what can I do?