Take your skills to the next level with these bite-sized tutorials!
Changing The Text Color in SGDK
SGDK makes it easy to put text on screen, using functions such as
VDP_drawText(). By default this text is always rendered in white, but there is an easy (but also a bit tricky) way to change the text color in your Mega Drive game!
The Mega Drive uses a total of 64 colors which are spread across 4 palettes (
PAL3). Each of these palettes therefore stores 16 colors, spanning across indexes
15 (because the colors are stored in an array, which start at index
0). Each visual asset you add to your game uses the colors from one of these 4 palettes… and text is no different! In fact, each character of a font is basically just a tile, meaning it follows the same rules as tiles you import yourself.
But where does text get the white color? The answer: By default, text in SGDK uses the last color of a palette, so the color at index
15. Change that color and you’ll change the color of your text!
Also by default, text uses
PAL0. However, you can change that to a different palette by using
VDP_setTextPalette(u16 palette). Keep in mind however that the overall index then would not be
15, but change depending on what palette you end up using! For example, if you use
PAL1, the index used for text would become
31 (because you have to factor in the 16 colors in
To change the color in index 15 you can either simply load a palette from an image where the color is already set to what you want, or you can use functions like
VDP_setPaletteColor. Check out my post on Color Swapping for a more detailed explanation on how that works!
So for example, to draw a string in red on the screen, you could do:
VDP_setPaletteColor(15,RGB24_TO_VDPCOLOR(0xff0000)); VDP_drawText("Hello World", 8, 8);
So while changing the text color in SGDK is easy to do, you still have to keep in mind the palette limitations of the Mega Drive. It’s a good idea to decide early on what color you’ll be using for your text and in what palette it should be stored, so that you can reserve that index!
If you've got problems or questions, join the official SGDK Discord! It's full of people a lot smarter and skilled than me. Of course you're also welcome to just hang out and have fun!
Take It to the Next Level!
Want more tutorials like this one? Want sneak peeks, early access and more? Then consider supporting me on Patreon!Become a Patron!
Just Want to Buy Me a Coffee?
Check out the rest of this tutorial series!
If you’ve popped over to the tutorial section recently you might have noticed that I’ve added my very first HaxeFlixel tutorial! It shows how to implement a simple, pixel-perfect 2D water shader which I used for Go! Go! PogoGirl. But a few of you might be wondering what a HaxeFlixel is. Well, it’s a 2D game framework that is as powerful as it is underrated! It runs on the (also underrated) Haxe language, is extremely well documented, open source, and has built-in functions for almost anything you’d need.
As I’m sure many of you will remember, the original Streets of Rage for the Mega Drive had multiple endings. The real canonical ending has you beat the crap out of Mr. X, thereby ending his reign of terror forever (yeah, right). However, if you confronted Mr. X with a buddy in tow, a new possible path unlocked. A quick refresher is in order. When you confront Mr. X he will ask you to join his organization.
A few years ago, Yuzo Koshiro posted a pile of old game design documents for Bare Knuckle 2 aka Streets of Rage 2 on the Ancient blog to commemorate the release of Streets of Rage 2 3D on the Nintendo 3DS. These documents gave a deep insight into the game’s inner workings, technical aspects, designs and even some cut content. They were an awesome resource for one of the most awesome games ever created.