« Last post by Bregalad on Today at 01:50:33 am »
Great to see SPCtool finally being upgraded. It did only work on extremely retro PCs, and didn't even work correctly in DOS box.
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?
Start with a simple 8bit gameWhy 8 bit? I would have said any device with a decent debugger. There could possibly also be some small hangups with 8 bit stuff (it is only 8 bit after all) that I have no problem dealing with now I know the 32 bit devices (it is just a reduction/simplification to me) but might impede learning a tiny bit.