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  1. #1
    EmuTalk Member
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    An idea about ci textures [to rice]

    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!


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  2. #2
    RU D0WN W1TH 00P? spork9's Avatar
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    what does ice cream have to do with your english?

  3. #3
    EmuTalk Member
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    What do your post make any difference in that question?

  4. #4
    EmuTalk Member optimus$prime's Avatar
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    i also think that this would make working on ci textures much easier
    and ci textures would look much better in game
    OPTIMUS PRIME

  5. #5
    EmuTalk Member Poobah's Avatar
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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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  6. #6
    Moderator Rice's Avatar
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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.
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  7. #7
    Beta Tester Federelli's Avatar
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    Can't we have a B&W image, and then let the game apply it's own palette?


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  8. #8
    Moderator Rice's Avatar
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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
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  9. #9
    EmuTalk Member neo64's Avatar
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    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?

  10. #10
    EmuTalk Member Noxious Ninja's Avatar
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    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.

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