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Not supported importing map images with multiple palettes #11

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pleonex opened this issue Aug 8, 2015 · 11 comments
Open

Not supported importing map images with multiple palettes #11

pleonex opened this issue Aug 8, 2015 · 11 comments

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@pleonex
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pleonex commented Aug 8, 2015

Images with a map file uses more than one palette. For instance, a 4 bpp depth image with map file could use 16 palettes with 16 colors in the same image, in total it could have 256 colors. Tinke only checks that the number of unique colors is not more than 1 << depth, so in this case it would refuse the image since it would have more than 16 colors.

We would need to check if the map compression algorithm support checking for more than one palette so we would need just to update the check condition.

@pleonex pleonex added the bug label Aug 8, 2015
@pleonex pleonex added this to the Version 0.9.1 milestone Aug 8, 2015
@pleonex pleonex changed the title Not supported importing map images with more colors than first pallete Not supported importing map images with multiple palettes Aug 8, 2015
@MetLob
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MetLob commented Aug 9, 2015

Yea. I think about this about 2 months ago. But how do you order colors that 8x8 pixels of 1 tile has colors of 1 palette index?

Sorry for my english...

I put the button to MapControl with Map Editor and manualy change of palette index (see image)
clipboard02

@MetLob
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MetLob commented Aug 9, 2015

The Issue #7 is a part of this problem.

@pleonex
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pleonex commented Aug 9, 2015

@MetLob that Map Editor look so good, yeah it's a possible solution to make it manually. But I think I have already fixed that problem in another program: Ninoimager, a image importer for Ninokuni DS game.
As I had to use the original palette, what I did was to search for each tile the palette that made less color difference, that is, the best palette for each tile.

Maybe we could implement that algorithm here too.

@Romsstar
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Please, is there a workarounf or fix for this yet? :/

@MetLob
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MetLob commented Apr 25, 2016

This is in development and will be fixed in later.

@HiroTDK
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HiroTDK commented Jul 1, 2016

Will you be implementing that Map editor? That's beautiful and exactly what I'm looking for, as well as importing new tiles to the end of a file.

@Romsstar
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It's been over a year now since this issue was posted, and it hasn't been resolved yet.
Is tinke officially dead?...

@pleonex
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pleonex commented Aug 30, 2016

Tinke is not officially dead but I am not giving it much time... I started some years ago to think in a new tool that will do much more than Tinke. Tinke is powerful but I have learnt in the past years how I can do it better and it needs a new re-implementation from 0 (I can't count how many times I already re-implemented it).

So, these days I am focusing my time in working in a library and working in some tools that will be the core of the next Tinke project. Until the moment when I have something new working, I will continue maintaining Tinke (I am not doing very well in this point...).

Since this feature seems to be quite popular, I will try to save some time to implement it.

@Romsstar
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@pleonex Thanks for replying. And I'm sorry if I annoyed you with my post.
The reason why this feature is so important to me : My team and I are working on a translation of Digimon Story: Lost Evolution and without this feature we can't edit some very important graphics.
I would be really thankful if you could implement it and of course I would credit you for tinke in our translation :)

@pleonex
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pleonex commented Aug 30, 2016

@Romsstar ah no problem, I am not annoyed. It's true that I should work more in this project since there are a lot of people contributing (3 pending PR and 24 open issues).

As I said in a previous comment, I already implemented this feature in another tool so if you need it for a particular project, I could try to modify that tool to make it work for you. Can you send me an email with some test files? (my email is in my profile page)

@Romsstar
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@pleonex I sent you a mail with the files. I hope you received it :)

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