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Posted on 10-20-12, 01:20 pm (rev. 3 by ImageBot on 11-21-16, 02:32 am)
Birdo


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Question
Why does the image get corrupted/mangled when I import a new one for the spinning log?



Looks corrupted/mangled in-game as well.

It might be because it's pallete does not have all the right colours - can you edit the pallete?

And isn't that what import with re-created pallete is supposed to do?
Posted on 10-20-12, 02:01 pm
Super Mario
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Whoa it seems there's something wrong with the Format 5 texture importer... I should fix it. There's also this, that might be related: http://nsmbhd.net/?page=thread&pid=16892#16892

I'm not sure if you're talking about corruption, or just loss in quality. A bit of loss in quality is normal, corruption isn't

Moving the thread to the NSMBe dev forum and marking it as bug.
Posted on 10-20-12, 05:31 pm
Birdo


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Why is loss in quality normal?
Posted on 10-20-12, 05:47 pm
☭ coffee and cream


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Because type5 textures are compressed, and it's a lossy compression format.

Type5 is pretty much the only way to go when doing texturing on the DS, though. All the other formats take too much space given the DS's tiny texture cache.
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Posted on 10-20-12, 06:50 pm
Birdo


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But can't you alter the compression to make it appear less mangled?

Is this just a result of the compression or a bug?
Posted on 10-20-12, 06:52 pm
Super Mario
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It's not a bug, it's that my algorithm isn't as good as Nintendo's.
I don't know how to improve it to be honest

I could maybe just make the editor change the format and use a plain texture/palette format, which would look better, but it'd take more space on VRAM...
Posted on 10-20-12, 06:55 pm
Birdo


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I wonder do open-souce algorithms like these exist.

Or has somebody got the DS sdk with this algorithm in it?
Posted on 10-20-12, 07:33 pm
☭ coffee and cream


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You could also take a look at SM64DSe's algorithm. It's probably not the best, but imo it yields quite good results, both quality-wise and size-wise.
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