This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
According to the documentation I found on this site for TIM headers, the last 4 bytes of the header specify, in order, number of colors per CLUT and number of CLUTs. In my case that's 64 colors per CLUT and 16 CLUTS, not 16 colors per CLUT and 64 CLUTs. I have 16 palettes, not 64.You can't have 4 bits textures and palettes of 64 colors, which means it's 4 palettes one after another in reality. The TIM documentation is either wrong or you misread it, because clut size defines simply how stuff ends up in vram. That means you have 4x16 16 color palettes in your TIM, hence why 64 palettes in total. For example, if you had an 8 bit image with 512x2 in the clut header, that would mean it's 2 palettes in a row * 2 columns, so 4 palettes.
It also seems odd to me that in all these texture files, only the first 16 indices of the first several CLUTs contain actual colors. The other 48 indices of those first few CLUTs are transparencies, and the last several CLUTs are nothing but transparency values. Why all the extraneous values?Blending effects?
Most of today's graphic editors do not preserve the color index correctly, details like this make the program useless for my tastesUnless you change the bitmap mode from indexed to RGB and then back to indexed, all the editors out there should preserve color information correctly.
Each character is rendered as a 16x16 sprite using a 4080x48 font sheet.I mean specifically this scenario.
Each sprite is evenly spaced. This is one hard coded number. I have modified the game's code to render the sprites as 6x12 instead.So you could add an extra step and increase the current text x position with a table of widths, instead of using a hardcoded value.