I don't know anything about programing... but i have an obvious idea:
Its possible to add some code to your plugin so its loads up de ci textures with unlimited colors instead of a limited pallete?
I dont know speak english too!![]()
I don't know anything about programing... but i have an obvious idea:
Its possible to add some code to your plugin so its loads up de ci textures with unlimited colors instead of a limited pallete?
I dont know speak english too!![]()
what does ice cream have to do with your english?
What do your post make any difference in that question?
i also think that this would make working on ci textures much easier
and ci textures would look much better in game
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Yeah, surely it wouldn't be very hard to change the plugin to use truecolour textures. And even if that were hard, Rice could still make the program generate an optimised pallete for the texture and load it in colour-indexed mode.
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The thing is that the color pallette could change in the game for the same texture.
I gave the example before for the sky texture in Zelda OoT, the same sky texture changes its color from light red to blue by changing the color pallette. In such situation, the texture must remain in CI format and the pallette of the hires texture must be exact the same as the original texture pallette. If we don't use the same pallette, we will have bad textures after the pallette is changed in the game. If we use RGB texture instead of CI texture, the texture won't change color as it supposes to do.
But, the usage of CI textures in other games could be different. If the pallette of a texture in a certain never changes, then it should be fine to replace the CI texture with a RGBA texture.
- Rice
http://1964emu.emulation64.com
Can't we have a B&W image, and then let the game apply it's own palette?
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Yes, it is the way we have now. We don't have a image for the CI texture. Instead, we actually have an array of color indexes (or the B&W image as you call it). The array of color indexes are converted to RGBA image when the game applies the pallette.
- Rice
http://1964emu.emulation64.com
BTW: What is this thing called "CIbyRGBA"? Is it a function to use normal RGBA pngs to replace the ci-textures? If so, how is it done?
Rice: Would it be possible to dump the textures as, say *_ci_palettehash? That way, you would have one RGB/RGBA texture for every combination of ci texture + palette. For games that actually do change the palette, it would mean more textures to edit, but it would give a lot more editing possibilities.