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Layton: update to version 0.6 #39

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merged 8 commits into from
Jan 8, 2017
Merged

Layton: update to version 0.6 #39

merged 8 commits into from
Jan 8, 2017

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MetLob
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@MetLob MetLob commented Jun 16, 2016

Added image and animation import
Added text editor for text formats in NAZO folder (Layton 2)

@MetLob MetLob closed this Jun 16, 2016
@MetLob MetLob deleted the layton branch June 16, 2016 11:04
@MetLob MetLob restored the layton branch June 16, 2016 11:10
@MetLob MetLob reopened this Jun 16, 2016
@MetLob
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MetLob commented Jun 16, 2016

I wanted create pull request with Layton plugin files only... I do not understand how to do it.

@pleonex
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pleonex commented Jun 16, 2016

Don't worry, the problem is that since in your branch you have the changes for the 4x4 texture compressor too, it adds these commits too. So I will merge first the other pull request so after that, this pull request will have only the layton changes.

@MrJPGames
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MrJPGames commented Jun 16, 2016

This is a really great addition and I'm very thankful! However it seems that after importing any images (ani or non-ani) it always corrupts the header area which makes it unable to run in emulators and on real hardware with a flashcard, but it does still detect everything properly in Tinke itself (when reopening the exported rom). Though it seems different from issue #41 as this rom has not been trimmed.

Some more info:
-Seems to only happen when importing more then 1 image. (Seemingly just changing 2 even when reopening Tinke inbetween images seems to be the problem though it might be my test images (ara_top.arc and ara_bottom.arc) testing with others gives the same result though it might just be the pair of images I'm choosing?)
-Only changing one does work
-For all images I use replace pallet (as the imported image needs a different pallet from the original)

Hopefully this was helpful, or maybe if I'm doing something wrong could you please inform me.

Thank You!

@MrJPGames
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So after the fix for issue #41 it saves correctly. But images do not appear in the game at all (they're totally black) And in Tinke they are transparent (and probably in the game as well but there the background was black). I was replacing bg images with replace palette turned on.

@MetLob
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MetLob commented Jun 17, 2016

Animations in Layton's .arc files can be imported with Swap palette options only.
Because not all palettes of files used in the game. For example:
File1.arc with palette1
File2.arc with palette2
Colors in palette1 = palette2
Game used only palette1 for File1 and File2
If you change palette2 by "Replace" option then the File2.arc will be opening in the game with errors.

@MetLob
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MetLob commented Jun 17, 2016

For BG Images with "Replace palette" options.
This fixing by Click on Button "Set tranparency" after import. 1 time only!

@MetLob
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MetLob commented Jun 17, 2016

For Changed palette i must to put first transparent color to the palette. Or user can press the button after import. But in plugin namespace I can't see, what palette was loaded - swapped or changed.
@pleonex, сan I skip this fix?

@MrJPGames
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The Set transparency fix doesn't work. However when turining on Map Compression it does work, but with not quite the result you want. I think it's easier to show you the result. (Note that inside of Tinke the image stays looking correctly, only in the actual game do the graphics look messed up):
glitchy_screen

@MetLob
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MetLob commented Jun 27, 2016

Can you send this file (redrawed png or bmp) to me for testing?

@MrJPGames
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image
(The result in game, I changed the image since the last post so that's why I'm including it here)
And here is the original file:
ara_top arc

@MetLob
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MetLob commented Jun 29, 2016

In specified files game code overrides some colors of the palette.
For problem files try to reduce colors count in the Photoshop or others image editors.

For example, this file (ara_top.arc) has 64 as default colors count.
But in your redrawed sample using 252 unique colors.
Try reducing this to 120 or 64 using Floyd-Dithering for best quality.

I try to implement this in later.

@MetLob
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MetLob commented Jul 1, 2016

Hi! Test this commit please.
Now in the "Replace palette" mode the user is asked to select if the new palette has more colors than original:
"Force swaping at original palette?"

If you click the "Yes" button then palette will be swaped to the original.
If "No" - the image will be saved with the new palette (as before).

Note: "Set transparent" button clicking is not required.

@MrJPGames
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Thank you, this seems to fix the issues I was having. It does still need map compression to be on, but it works! Also, and this is not a bug, but what is the easiest way to fix the "too many colors" error, right now I just play with the settings in Paint.net until it spits out an image with the supported amount of colors.

@pleonex
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pleonex commented Jul 1, 2016

Amazing work! Thank you @MetLob for implementing and @MrJPGames for testing. I want to review the changes as soon as possible and release a new version.

Regarding how to reduce the number of colors, I know how to do it with Gimp:

  1. Open the image.
  2. Go to Image->Mode->Indexed...
    1. If it's indexed already, click first on Image->Mode->RGB and then again in Indexed.
  3. Select Generate optimum palette and set the maximum number of colors you want in the image. Then just click Convert and that is.

@MetLob
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MetLob commented Sep 1, 2016

Implement PLZ (PCK2) file packing

@pleonex pleonex added this to the v0.9.2 milestone Jan 8, 2017
@pleonex pleonex self-requested a review January 8, 2017 18:31
@pleonex pleonex removed their request for review January 8, 2017 18:35
@pleonex pleonex merged commit 714cd3a into pleonex:master Jan 8, 2017
@MetLob MetLob deleted the layton branch March 11, 2023 11:03
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3 participants