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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Maki on 2018-06-28 14:16:25

Title: [FF8] MIM and MAP once again
Post by: Maki on 2018-06-28 14:16:25
Hello everyone! I'm trying to implement my own MIM+MAP algorithm, yet the wiki page is quiet chaotic. Myst6re's Deling source code helped a bit, yet I face some issues:

-When does exactly the stage is type 1 or type 2? Are there really two types? In Wiki and Deling source code we see that types are distinguishable by .MIM filesize, yet I wasn't really able to find 401408 bytes .MIM
Anyway, I treat every single field like a type2. However, there's something odd:
I took two different stages and tried to render it:
(https://s33.postimg.cc/x5y1qa8z1/buffer.jpg)

Please ignore black spots, I didn't implement blending.
Both the stages have EQUAL .MIM filesize; How do I know when to use palettes 0-8, or when 8-16?
What am I missing?
Title: Re: [FF8] MIM and MAP once again
Post by: Maki on 2018-06-29 07:59:14
Got it working- I had an error in palette code. There are no Type 1 or type 2, everything is type 2.
When there's only 16 palettes and remaining 8 are null, then the palette pointer is not exceeding 8.
also skip rendering if pixel =0 because it's transparency driven. I'm missing mixing parameters/states
(https://s33.postimg.cc/5mmyxoiwd/buffer.jpg)