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Palette expansion onto parts #27
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Every palette isn't unique, there are definitely repetitive palette colors, but what your doing seems like what I've seen when scrubbing the paletteIndex from 0 to the max number of palettes.. I believe NTK cherry picks palettes that look good as "dyes" in the game. I believe only a fraction of palettes are actually used / look good. |
Thanks. That makes sense. I thought originally some colours were even missing but I think not. The must also be applying some kind of mask on some of the palettes I think in the game to achieve like an inverted look. |
@zaventh - I think you may be right - as far as some colors missing.. Either that or there's some hue-shifting/shading as part of the EPF and/or PAL that isn't being taken into consideration. I've tried taking a very simple example - Merchant Armor.. I can't seem to find that shade of Green.. I've tried using various PALs as well: char.dat:Body.pal No avail.. More research to do I suppose! |
@zaventh - https://github.com/DizzyThermal/EPFViewer I'd like to make more tooling in Godot 4.x as I feel I can develop faster than in Java/Swing - my TK reversing efforts will be focused there 😄 |
I am attempting to extend
tk-viewer
to display every palette of each part. What I am seeing is that the palette data does kind of work, however it seems a bit off. Some of the RGB data appears duplicated and the colours themselves appear a bit off.I will be debugging further but I was wondering if you've run into this or if this is some kind of known issue. I did build tk-partpicker as well but that seems to exhibit similar problems and/or doesn't really work in general.
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