Thanks for the encouragement! So I got this thing here: Spoiler Version 1.0 screenshot for history This is a simple program I made in MMF2 (yeah...) that lets you preview PL_xx.BIN files from the Dreamcast version. Assuming that my understanding of the format is correct, PL files can contain up to 16 palettes, 256 colors each. Palette number 5 (and most likely 6 too) is for character lighting. Download here: https://www.dropbox.com/s/u07nxoru08vxd9z/PLEdit.exe?dl=0 (November update: replaced the link with the latest version of the tool) I could be mistaken and some palettes may be longer or shorter than 256 colors, or there may be some other data that I mistook for palettes, though I think it's unlikely. Anyway hope it's useful for anyone. EDIT: Back as a full member! PLView update: 1. You can now open PL files from the Gamecube version 2. Fixed dialog not working sometimes 3. Automatic splitting and drawing - no more need to push any buttons 4. An enhanced preview function. If you click on any of the gradients, they will also be displayed at the bottom as two bars like in SADX Preview. There's a switch to scale them to match the gradients in SADX Preview rendered at 1x and 1.5x native resolution in Dolphin. This is just to test whether or not these palettes match up with the gradients in SADX Preview debug mode. If they do, you can sort of manually recreate Dreamcast-like character lighting in SADX Preview and get the values to generate the same lighting in the PC version. It won't be exactly the same, but if the palettes do match, it will look quite close. 5. Fixed R01 G01 B01 color not displaying properly 6. A reverse button that simply reverses the gradients - again for the Dolphin test, because I don't really know whether or not they should be reversed to match, if they match at all. I think next I'm going to catalog the PL files so that you get a simple stage list rather than pick PL files manually through a dialog. Maybe editing/resaving feature at some point. Now back to the GC Preview and the PC version. Morph has helped me understand the way character lighting is applied in the PC version. It works in a very similar way to GC Preview except that it uses lighting per vertex, while the Gamecube uses lighting per pixel. Now in darkspines35's post where he describes the structure of lighting data in the PC version: Code (Text): Character & Object Light Table (LS Palette Data) Data Starts: 0x503E88 Pointer to Data: 0xAA4D --Structure Setup-- 0x00 Byte Stage ID 0x01 Byte Act ID 0x02 Byte 00 = Characters, 06 = Unknown, 08 = Enemies 0x03 Byte Light type (Or Use XYZ/Specular) 0x04 Float3 Direction 0x10 Float Diffuse (Max 4) 0x14 Float3 Ambient RGB (Max 4) 0x20 Float CO (Max 99) 0x24 Float3 CO RGB (Max 4) 0x30 Float Specular (Max 99) 0x34 Float3 Specular RGB (Max 4) 0x40 Float CO2 (Max 99) 0x44 Float3 CO2 RGB (Max 4) 0x50 Float Specular2 (Max 99) 0x54 Float3 Specular2 RGB (Max 4) -Notes- CO Affects Diffuse Colouring Specular Affects amount of Specularity. Although the post indicates otherwise, both CO and Specular does work in the PC version, but you need to set the lighting type that uses it. 0x03 is the light type. You can set it to the following to get different kinds of lighting: Code (Text): NJD_CONSTANT 0x00 /* constant */ NJD_AMBIENT 0x01 /* ambient */ NJD_DIR_LIGHT 0x02 /* directional light */ NJD_POINT_LIGHT 0x04 /* point light */ NJD_SPOT_LIGHT 0x08 /* spot light */ NJD_SPEC_DIR 0x10 /* dir. light's specular */ NJD_SPEC_POINT 0x20 /* point light's specular */ NJD_USER_LIGHT 0x40 /* user-defined funcion */ NJD_SIMPLE_LIGHT 0x80 /* simplified funcion */ NJD_BLOCK_LIGHT 0xc0 /* calculated by model */ (thanks to Morph for this valuable information) So with all this you can change character lighting in any way you want in the PC version, and you can even test it in real time in Gamecube Preview prototype before hex editing the EXE. I hope SA Tools and SADXModLoader get updated eventually to allow this kind of modding without editing the EXE. Character lighting cracked... Now if only we could find a way to enable palette-based stage lighting again. I have found some memory address in the Gamecube version (Final US) that seems to affect stage lighting, but it just makes everything darker. I need to look into it later. If you want to try it yourself, open Dolphin debugger and change the value at 00661968 in memory from 01000000 to 00000000. I also found what happens when you press Z in SADX Preview prototype: 00979EF0 gets changed from 01000000 to 00000000 and back. Setting it to 00000000 enables stage lighting that uses PL files. Sadly I couldn't find a similar switch in the final version... unless it's that one that makes everything dark. Will look into it soon.