Palette Map
Manual for Hex Composer v0.19.0. This is an archived snapshot. Corrections can be suggested on the current version of this page.
Repaints the picture using only the colors in an editable palette: each pixel takes the palette color nearest to its own.
| Parameter | Control | Range | Notes |
|---|---|---|---|
| Preset | Selector | 8 presets | Game Boy, 1-Bit B/W, CGA, EGA 16, C64 16, Pico-8 16, Amber Phosphor and Green Phosphor. Choosing one replaces the palette. The selector reads Custom once a color has been edited, added or removed. |
| Palette | color swatches | 2 to 32 colors | Click a swatch to select it, then edit it with the color row beneath. + Color adds a copy of the selected color after it, and - Color removes the selected color. Not modulation-assignable. |
| Cycle | Trough | 0 to 31 | Shifts which palette color each matched pixel uses, wrapping around the end of the palette. Sweeping it gives color cycling. |
A new Palette Map starts with the Game Boy palette.
Matching weights green most and blue least, in line with how bright each looks. Transparency is unchanged: empty parts of the picture stay empty.
Palette Map pairs with Dither. Dither set to Spread Only adds its pattern without reducing colors, and a Palette Map later in the same chain then snaps the result to the palette. This dithers in the palette’s own colors. A Spread Only Dither offers an Add Palette Map after button that inserts one directly below it.
Related: Posterize, Insert FX Chains.