Tile colours
A node of the Style graph, in the Colour group.
The frame in tiles from its top left, each held to so many colours, as the NES lays out 8 × 8 tiles of 3: the colours most used stay (a pixel three of its neighbours contradict counts as theirs, so a rasterizer's edge pixel does not swing the choice), the rest take the nearest of them, and a pixel left alone in its colour takes its neighbours' in the tile.
Takes: layer (layer), size (number), colours (number) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Tilesize | How big a tile is, in pixels: 8 for the NES. | 1 to 64 | 8 |
| Colours | How many colours one tile may use, transparent aside. | 1 to 16 | 3 |
Every setting is also an input: wire a value into it to change it per pixel. On the command line: pxr graph set game.pixor --which style --node tile-colours --set KEY=VALUE.
- Wire it
- layer → layer
- Settings
- Tile, Colours
What it wires to
Its layer input takes a layer, which these give: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Flatten, Hatch, and 17 more.
What it gives, a layer, goes into: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Flatten, Layer over, Paint, and 9 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Style graph in the manual.
In the same group
Palette · Step the ramp · Step where masked · Flatten · Nearest colour · Palette dither · Ramp map · Sub-pixel motion