Ahh, I was afraid it would use multi-palettes, but that is fine as far as the shield is correct :)
Good work btw!
Thank you!
Form what I have planned as compression, only Chrono Trigger SNES variant of LZSS is left for implementation. Thanks to Mauron's help at least I understand it, just need to code it :D
As for BPP formats ... I'm doing experiments with non 8x8 tile formats. FF5 for example uses 8x12 for fonts. I'm sure many other games contain custom MxN format, so that will be interesting if I manage to pull it (you enter M, N, BPP and correct image appear).
After that I plan to focus more on the interface:
- more operations with the Palette, like Load/Save/Reverse
- more operation on the project list itself - hot keys, moving items, sorting,...
- entering the addresses in an ASM friendly format. For example $C10000 instead of file-offset format $10000, to take in an account the presence of a header.
- producing a document with a 'map' of found Gfx