Señor Ventura wrote:
You mean these directions are in base 10, and i have to interpret it like base 16?.
I don't know in what form "1c 14 0c" from base 10 are increased to base 16... adding up by 6 positions?, is so simple like that? :?:
No, decimal vs. hexadecimal (base conversion) has nothing to do with it.
Some education is below. It helps to understand a little bit about how the SNES works, and then what SNES9x is showing you. I'll explain both.
For most graphics modes on the SNES, the SNES stores its R/G/B values for CGRAM (palette RAM) in a single 16-bit number. The top bit (bit 15) is 0, and the remaining bits are in the order of B/G/R. Taken from my old SNES docs:
Code:
----------------------------------------------------------------------------
|The SNES has some interesting colour characteristics. The colour, theoret- |
|ically is 15 bit; each RGB value (Red, Green, and Blue) has 5 bits for each |
|colour. |
| |
|When it comes to putting the colour data into $2122, the format (in binary) |
|is the following: |
| b: Blue ?bbbbbgg gggrrrrr |
| g: Green |
| r: Red |
| ?: The infamous bit-of-confusion. :-) |
| |
|A quick colour chart could be the following: |
| $7FFF [0111 1111 1111 1111]: White. |
| $001F [0000 0000 0001 1111]: Red. |
| $03E0 [0000 0011 1110 0000]: Green. |
| $7C00 [0111 1100 0000 0000]: Blue. |
| $7C1F [0111 1100 0001 1111]: Purple. |
| $7FE0 [0111 1111 1110 0000]: Aqua. |
| $03FF [0000 0011 1111 1111]: Yellow. |
----------------------------------------------------------------------------
What this tells you is that each red, green, and blue value can range from $00 to $1F (hexadecimal), or 0 to 31 (decimal).
What SNES9x does is take each of those 5-bit numbers and give them each their own byte. It also puts them in R/G/B order, instead of B/G/R order like on the SNES. So now you have the a single colour in the SNES shown using a 24-bit number, in R/G/B order. Let's decode the first row you pastes:
Code:
rrggbb
------
000000 -- red = $00, blue = $00, green = $00
060101 -- red = $06, blue = $01, green = $01
1e1300 -- red = $1e, blue = $13, green = $00
1a0500 -- red = $1a, blue = $05, green = $00
000000 -- red = $00, blue = $00, green = $00
101010 -- red = $10, blue = $10, green = $10
1c1c1c -- red = $1c, blue = $1c, green = $1c
181818 -- red = $18, blue = $18, green = $18
...
You're almost done.
One of the tricky parts of the SNES is that the colours only range from 0 to 31, as shown. If you used these values directly, you'd find they're way, WAY too dark -- that's because the SNES's PPU or video circuitry amplifies the colour in some way (don't worry about this).
On a PC usually red, green, and blue range from 0 to 255 each. This is why tepples told you to take each red/green/blue number and multiply them by 8 to get a larger value. So, for example, let's do the math:
Code:
rrggbb
------
000000 -- red = $00, blue = $00, green = $00. Multiplied by 8 each: red = $00, blue = $00, green = $00
060101 -- red = $06, blue = $01, green = $01. Multiplied by 8 each: red = $30, blue = $08, green = $08
1e1300 -- red = $1e, blue = $13, green = $00. Multiplied by 8 each: red = $f0, blue = $98, green = $00
1a0500 -- red = $1a, blue = $05, green = $00. Multiplied by 8 each: red = $d0, blue = $28, green = $00
000000 -- red = $00, blue = $00, green = $00. Multiplied by 8 each: red = $00, blue = $00, green = $00
101010 -- red = $10, blue = $10, green = $10. Multiplied by 8 each: red = $80, blue = $80, green = $80
1c1c1c -- red = $1c, blue = $1c, green = $1c. Multiplied by 8 each: red = $e0, blue = $e0, green = $e0
181818 -- red = $18, blue = $18, green = $18. Multiplied by 8 each: red = $c0, blue = $c0, green = $c0
...
Make sense?
In general, SNES emulators -- for whatever stupid reason -- do not generally let you "save" or "export" a .pal file that correlates with that of, say, PC graphics or a JPG/GIF/PNG/whatever. If you want that, the easiest way to get it is to do a Screenshot and then work off of that palette. Though, this might not contain all of the colours in the SNES CGRAM at the time.
In general, "helpful" tools like this do not tend to exist in common SNES emulators today. Don't ask me why -- we had MS-DOS tools in the early 90s that did this when converting PC and Amiga graphics to/from SNES and vice-versa (particularly using the PCX file format), but today nothing bothers to implement them. As Trump would say: SAD!
Everyone else's explanations are correct/true as well. Use whatever method you can to get what you want. But as you're learning, the tool situation is not good.