Hi,
I was experimenting with 8bit 256 color graphics as of lately and have run into a few issues.
First, palette importing. When importing from bmp file it all goes well, but when importing from a pal file, the palette rgb values have some weird offsets, appearing much higher than 255, and throwing an error in AGS.
I'm using ProMotion app for palette export, it may be that the problem is on its end.
Next is the palette cycling. I admit I've never used it in AGS before, but this kind of behavior is really odd... For example, when using CyclePalette(0,15) function, I understand the palette indices from 0 to 15 should *all* shift one color value every tick, right?
In my case, only the index 0 shifts until it reaches 16 then wraps. Indices 1-15 remain static.
Example:
If I use anything but 0 as function parameter, ie. CyclePalette(1,255), nothing happens.
I'm on AGS 3.4.2 alpha1, but I remember similar thing happening few versions ago too. Tested so far on two machines, one desktop with nvidia gpu and one Intel Atom tablet. Both running Win10.
And finally, since 256-color graphics are only supported in software rendering mode, does it make sense to use it at all? I vaguely remember reading about people having issues with software renderer, and not having a fallback option doesn't seem like a great idea. In any case, 8bit graphics is only relevant for palette manipulation, everything else works the same in 32bit mode anyway. But palette manipulation IS a great feature to have.
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EDIT/SOLVED: If you're one of those forum searching people from the future (Hi people from the future! Did you come here in a flying car?) the full explanation is in the post #16.
I was experimenting with 8bit 256 color graphics as of lately and have run into a few issues.
First, palette importing. When importing from bmp file it all goes well, but when importing from a pal file, the palette rgb values have some weird offsets, appearing much higher than 255, and throwing an error in AGS.
I'm using ProMotion app for palette export, it may be that the problem is on its end.
Next is the palette cycling. I admit I've never used it in AGS before, but this kind of behavior is really odd... For example, when using CyclePalette(0,15) function, I understand the palette indices from 0 to 15 should *all* shift one color value every tick, right?
In my case, only the index 0 shifts until it reaches 16 then wraps. Indices 1-15 remain static.
Example:
If I use anything but 0 as function parameter, ie. CyclePalette(1,255), nothing happens.
I'm on AGS 3.4.2 alpha1, but I remember similar thing happening few versions ago too. Tested so far on two machines, one desktop with nvidia gpu and one Intel Atom tablet. Both running Win10.
And finally, since 256-color graphics are only supported in software rendering mode, does it make sense to use it at all? I vaguely remember reading about people having issues with software renderer, and not having a fallback option doesn't seem like a great idea. In any case, 8bit graphics is only relevant for palette manipulation, everything else works the same in 32bit mode anyway. But palette manipulation IS a great feature to have.
------
EDIT/SOLVED: If you're one of those forum searching people from the future (Hi people from the future! Did you come here in a flying car?) the full explanation is in the post #16.