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EPF/PAL Animations #29
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Using the Masters ward as reference: EPF: shield0.dat:Shield0.epf After dumping all the EPF frames, I see 20 frames (using Palette[0]): Focusing on Frame 129 (Front-face of the shield): Shield.pal has 22 palettes, so if I scrub the palette from 0-21 for Frame 129, I get: I don't think that simply changing the palette index will achieve the color animation of NTK/Baram. Maybe the palette index itself doesn't change, but the color within the palette changes - not sure. EPF/PAL TL;DR: Anyways, just some notes.. |
Created a topic on ResHax.com to get some hopefully get some collaboration going :) https://reshax.com/topic/375-nexustk-epfpal-frame-color-animations/ |
Looks like you solved this. Perhaps those findings has implications for #27 as well. I took a look at it for a bit but this was my first time really delving deep into these file formats so I didn't get too far. Maybe I could borrow those fancy tools you have? 🙂 |
I need to breakout the file formats and EPFViewer into its own project, but I do intend on open sourcing the tools 😁 I think the "missing colors" might just be color offsets - on top of cycling the palettes. I still haven't found the perfect "Merchant armor" color. I'm going to try to do this sometime this week, work got busy - stay tuned! |
What I wanted to know animation loops was figured out and implemented in this Godot 4.x project: Closing the issue |
Many graphics in NTK have animations. This includes map tiles/objects, character items/weapons/armor, and monsters.
In order to achieve this, my current assumption is that the palette index OR the entire palette itself must be changed.
#2 talks about the PAL header containing an animation count and an array of animation offsets, however, it wasn't clear exactly how to implement this.
Creating this issue to brainstorm approaches - all ideas welcome!
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