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 Post subject: Re: GameHeader lives!
PostPosted: 28 Jan 2010 11:39 
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Wow talk about slow updates ;) A new version is available on the front thread. It only fixes the icon display.

I tried to add transparency to color 0. Didn't test it thoroughly... lemmie know if it works.

All other suggestions will be address later. I finally got time to look at this and also since I don't know when the next time will be I figured I'd at least post a fixed icon display.

This does not make any changes to saved icons.

Some things to note:

1) I realize have the palette with 00 padding is nice, but technically incorrect. I can see what I can do but its tricky.
2) To put the "constant" palette, I'd need to write a raw data file rather than use C# converter (not all the hard).

z.g: Can you explain a little more about your last post?


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 Post subject: Re: GameHeader lives!
PostPosted: 28 Jan 2010 12:11 
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Joined: 25 May 2008 12:13
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mxs wrote:
z.g: Can you explain a little more about your last post?
what explanation you need?


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 Post subject: Re: GameHeader lives!
PostPosted: 28 Jan 2010 17:29 
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Joined: 27 May 2008 12:20
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Thanks massin. I see that you use a white background on icon viewer. This is a good idea because it ensures proper display even for glitched icons.

However:

- BMP are saved as 32 bit per pixel color images. They should be 4 bit per pixel (16 color). Color table is missing (due to image data containing actual color info at 32 bpp). Original color 0 is ignored and seems to be replaced by black all the time -> glitched icons will look bad most of the time.

- PNG display ok after saving. But they are compressed (I would prefer them uncompressed), and 32 bpp, so no original color palette either. I guess that transparency is being applied via alpha channel, but I'm not sure.

C# should allow to specify these basic parameters for image export: number of colors, palette if required, transparency via tRNS chunk (for PNG with color palette), and compression :(

Regarding z.g info, one new (and really quick to implement) feature has top priority. I'm going to PM you about this.


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 Post subject: Re: GameHeader lives!
PostPosted: 01 Feb 2010 07:18 
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Joined: 22 May 2008 18:45
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i wanted to get hash data for: Command.and.Conquer.Red.Alert.3.Commanders.Challenge.XBLA.XBOX360-FYK.zip, which is 2251689984 bytes. the tool does the scan and doesn't display information :ninja:

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 Post subject: Re: GameHeader lives!
PostPosted: 26 Mar 2010 03:37 
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@xuom2:

Interesting... it should stream the data so size should not matter. Have you tried it with any other large files?

@z.g:

I'll try to add those in... lemmie see what that produces.

@kazumi:

I'll add the extra check you mentioned.


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 Post subject: Re: GameHeader lives!
PostPosted: 11 Apr 2010 12:00 
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Lukeage was able to get the information from that big file... it seems I was out of memory :boxed:

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 Post subject: Re: GameHeader lives!
PostPosted: 08 May 2010 06:13 
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A new version is available that adds support for 7z and rar files. Sorry not bug-fixes this time. The progress bar might also act a bit funny when for those files as well. The solution is not elegant right now but it is sufficient.


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 Post subject: Re: GameHeader lives!
PostPosted: 08 May 2010 07:09 
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Great! To be perfect, it should support rar multi-volume.. ;)

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 Post subject: Re: GameHeader lives!
PostPosted: 08 May 2010 07:54 
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Multivolume should work now :)


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 Post subject: Re: GameHeader lives!
PostPosted: 08 May 2010 07:59 
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works!! :gba:

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