07-02-2014, 02:53 PM
@woodhu_man: Yeah, I think that was just a derp on my part. The .anb files you sent me were more than likely totally fine.
New version! Should fix all the troubles with the pakfiles I mentioned above.
Version 0.2
* Tweaked some variables to fix segfaults on .anb files with smaller images
* More sane program defaults. Now, -offset=24 is default, and -add is default as well, which generally results in better piece reconstruction. You can disable it with -noadd. This causes a duplicated pixel border on the edges of the images, but those can be easily removed by hand.
That should cover it. It works great now with all the .anb files I have (I should probably buy the actual game so I can test it on all of them, but meh). Let me know if you have any issues or run into an .anb file that causes it to fail.
Oh, and for posterity, the image data itself is stored as a 256-entry palette, with 4 bytes per entry. After the palette it's one byte per pixel. Kinda strange-yet-cool in my opinion. 256-color palettized 32-bit images? It seems to work great, though, because of the cartoony aesthetic they've got going.
It also looks like a lot of the frames are all out of order. Not my fault, but still strange that some of the animations would be split in the middle and such.
New version! Should fix all the troubles with the pakfiles I mentioned above.
Version 0.2
* Tweaked some variables to fix segfaults on .anb files with smaller images
* More sane program defaults. Now, -offset=24 is default, and -add is default as well, which generally results in better piece reconstruction. You can disable it with -noadd. This causes a duplicated pixel border on the edges of the images, but those can be easily removed by hand.
That should cover it. It works great now with all the .anb files I have (I should probably buy the actual game so I can test it on all of them, but meh). Let me know if you have any issues or run into an .anb file that causes it to fail.
Oh, and for posterity, the image data itself is stored as a 256-entry palette, with 4 bytes per entry. After the palette it's one byte per pixel. Kinda strange-yet-cool in my opinion. 256-color palettized 32-bit images? It seems to work great, though, because of the cartoony aesthetic they've got going.
It also looks like a lot of the frames are all out of order. Not my fault, but still strange that some of the animations would be split in the middle and such.