Here's what I have so far after dissecting the table at $18213:
Most values beyond 0x2F are either additional animated colors, or textures (which I'm too lazy to rip due to the interleaved format they use).
Space and sunset versions of this image can be found here
The meanings of the values in the second column are in the initial post of the archived Acmlm's Board topic you linked to (it can also be found here
). However, I noticed that VL-Tone made a couple of mistakes, which I will try to address now.
At this address you can find 256 2 bytes color/texture references.
There are actually only 109 color/texture references in the table at $18213, because another
table begins at $182ED. This means the valid values are from 0x00 to 0x6C. Also, I counted way more than 9 of the sets when scanning through the object definitions (there's actually close to 50
Going into the format descriptions:
XX 00 to XX 08= Nine light sourced colors, the different variations are stored at $19000 in ROM.
The number is actually ten, from 00 00 to 09 09, as can be seen in my image above. The data for them begins at $18E0A in the ROM ($1900A headered). Pointers to these can be found at $18B2A-$18B89.
Here are the 4 consecutive shade variations of these colors, in the space
, and daytime
palettes. Each 8x8 square is equivalent to a single byte in the ROM.
I will post images with the numerous variants of the 32 solid colors when I finish them.