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Comments (13)

yenatch avatar yenatch commented on June 23, 2024

In Graphics Gale, you have to uncheck Match Pixels with Colors when loading the palette. I assume the other programs do this automatically without asking.

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igorfs10 avatar igorfs10 commented on June 23, 2024

I've already tried. It didn't work.
Can you edit? Maybe there is a setting somewhere to save the image.
Is it possible to add something to convert the image to a "compatible type" at compile time?
I've been trying to fix this problem for some time and I dont know what to do now.

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RevoSucks avatar RevoSucks commented on June 23, 2024

What image is this?

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igorfs10 avatar igorfs10 commented on June 23, 2024

This is the status_screen in interface folder. This happen with misc in contest folder too. I did not try but I think it happens with the other black and white images.

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camthesaxman avatar camthesaxman commented on June 23, 2024

These grayscale images should always be exported as grayscale with a color depth of 16. If the editor you use messes with the color depth or color type, then it's not going to look right in game. I'm currently working on this issue as we speak.

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igorfs10 avatar igorfs10 commented on June 23, 2024

I tried to change to grayscale and 16 color depth in Graphicsgale and not worked. Thanks for your work on this issue.

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camthesaxman avatar camthesaxman commented on June 23, 2024

This seems to be a very strange image, indeed. There are actually 5 separate palettes that are used with these tiles, and they get selected based on what screen you are on, and different tiles can use different palettes. I have no idea how to make this more easily editable in a sane way. I've been able to convert most of the graphics to just use the palettes stored in the png file, rather than an external .pal file, but I don't know what to do about this one.

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yenatch avatar yenatch commented on June 23, 2024

You could use the tilemap to generate a png with the correct colors for each tile (and accept that format in gbagfx). The only problem then is enforcing tile colors in the editor. You would have to edit it very carefully. We'd probably get a lot of people who didn't realize you needed to do that. So maybe greyscale is better.

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igorfs10 avatar igorfs10 commented on June 23, 2024

Do you know some way to save the image without causing problems in the game? I dont need to change the palette, I'm just going to change the text that is in image.

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camthesaxman avatar camthesaxman commented on June 23, 2024

Can you upload the edited png that's causing problems? I can examine it and see what the issue is.

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igorfs10 avatar igorfs10 commented on June 23, 2024

https://raw.githubusercontent.com/Thebluehedgehog/pokeruby/8a1d74583ab517d5efa4b41d7175e6bf9ea8a266/graphics/contest/misc.png
This is the contest image i can add other images, I just used the save option in graphicsgale with this image. I realized now that in Gimp the original image has no palette, the palette only appears after the image has been saved or change the color depth in a software.

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igorfs10 avatar igorfs10 commented on June 23, 2024

I dont know if this helps but i can easily extract and insert these images in binary file using gba graphics editor. GBA Graphics editor extract image with all 80 colors of interface, is possible to make pokeruby compile this type of image?

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igorfs10 avatar igorfs10 commented on June 23, 2024

I found a way to edit. I had to change the palette using different colors and edit it with graphicsgale. If you use similar color the graphicsgale changes to the first color in the palette and this cause some issues with various black colors. Should I close this issue?

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