Great, that should make ripping the sprites easier. One way is to make it to accept palette ranges, but for example Alucard's sprite is one crazy playground probably used as a test, having well over 20 working palettes. Some of the unused palettes seem just to be gradients.
Thanks for the help making the program!
Edit: Also with a quick test, the colors seem to be correct and the program working.
Edit 2: ACTUALLY, there seems to be some problems. When calling stuff from "common" folder containing effects, texts and stuff, it gives an error like this, even when trying to load a single file:
Converting f_com00.csr
Called from ? line 1
Called from Main.hx line 31
Called from console/Begin.hx line 31
Called from Main.hx line 70
Called from Main.hx line 119
Called from Main.hx line 220
Called from C:\HaxeToolkit\haxe\std/haxe/io/Output.hx line 256
Uncaught exception - Overflow
Here is the folder for tests: https://mega.co.nz/#!pAknkYSI!dt3r5vOhoN...Hdt726kaoE
I should probably upload the full sprite data, I'm not sure are these any different from the others. I did try checking these files with TiledGGD, and they seemed to work fine.
Thanks for the help making the program!
Edit: Also with a quick test, the colors seem to be correct and the program working.
Edit 2: ACTUALLY, there seems to be some problems. When calling stuff from "common" folder containing effects, texts and stuff, it gives an error like this, even when trying to load a single file:
Converting f_com00.csr
Called from ? line 1
Called from Main.hx line 31
Called from console/Begin.hx line 31
Called from Main.hx line 70
Called from Main.hx line 119
Called from Main.hx line 220
Called from C:\HaxeToolkit\haxe\std/haxe/io/Output.hx line 256
Uncaught exception - Overflow
Here is the folder for tests: https://mega.co.nz/#!pAknkYSI!dt3r5vOhoN...Hdt726kaoE
I should probably upload the full sprite data, I'm not sure are these any different from the others. I did try checking these files with TiledGGD, and they seemed to work fine.