The problem is that when I apply these translations, they get doom-paletted, giving results like this for some sprites:
If I replace PLAYPAL with the Blood palette, it obviously works correctly, since all the colours are there, but that still has issues:
1. Doom graphics are obviously screwed
2. Blood has 5 separate palettes, not 1
I was wondering if it'd be possible to add either some or all of the following:
- Set the palette to draw with via DTA_Palette (or something similar) with the Screen API
- Ability to create palettes at runtime, similar to how translations can be
- Ability to change the "global" palette (not necessary for my project in particular, but good for robustness)
- Reduce image "damage" from palettization by generating a new palette when RGB translations are used