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NeoHomeBrewLe 08/12/2015 à 07:18
blastar (./16) :
@NeoHomeBrew:
thanks, your latest tables are implemented, but the difference between linear- and save-colors is only noticable with gadients. It's implemented as option, switchable on the fly.
Hi Blastar,
great work, thank you a lot for adding it smile
Seems that your NGFX Graphics Editor handles the color values now better than the graphic tool SNK had back in the day, even Metal Slug 3 has incorrect gradients if you look closely at the montain in the background.
I think SNK's artists certainly have worked with a linear color palette which results in quite strange color combinations on the real hardware sometimes.

linear-vs-nonlinear.png
blastar (./16) :
I do not handle the 32 dark-bit colors , only the non-dark-bit colors

Yes, the difference between them is very minor, I would also say it's more an icing on the cake than a real advantage to have them.
blastar (./16) :
NEW importwindow shows both images, original (left) and processed (right). it is resizeable and zoom with mousewheel is supported, swap colors by using drag-and-drop.

Looks lucid and intuitive, there is no need for an external tool in my opinion. The color reduction and the dithering generate really impressive results. top
blastar (./16) :
sorry, only one palette (16colors) per fix/spr but I understand what you mean - what you request is more like a very special paintprogram.

That's kind of sad, hopefully you may could add something like a "Multi-Palette Drawing Mode" in a future version when the main work is done. There is no other graphic editor (I am aware off) which
can handle multible color palettes which are connected to their respective tiles. Using multible palettes per graphic is the best way to save sprites and to reduce calculating time
(for re-positioning the graphics) which results in a much higher FPS. What I want to say is, please re-think your desicion to limit the capability of NGFX to only 15 colors per object.