07-19-2016, 09:13 PM
updated, same URL
it can now load three different files, as my friend/the owner of the CAC redux site suggested testing the full range of byte values to make sure it works ok
it actually only parses the encoded 24-bit RGB palette data, since this is a demo that only supports a single file type (and only one compatible file exists), demonstrating reading the header is kinda pointless.
the encoded palette, if optimization was seriously were to be considered actually should be 3-bit RGB ... lol
(but that's so few colors that storing a palette file for it is kinda pointless, anyways)
anyways, experiment/demo finished.
now the question is if/how to add a BinaryAsset or BinaryData asset type to my game lib's asset manager. dynamic XHR sucked when i did text...because of scope restrictions. if i have to now create a dynamic filereader, i'm gonna be pissed...
(also, i'm when-able-and-willing porting my library to haxe at this time. but that's all on my laptop)
it can now load three different files, as my friend/the owner of the CAC redux site suggested testing the full range of byte values to make sure it works ok
it actually only parses the encoded 24-bit RGB palette data, since this is a demo that only supports a single file type (and only one compatible file exists), demonstrating reading the header is kinda pointless.
the encoded palette, if optimization was seriously were to be considered actually should be 3-bit RGB ... lol
(but that's so few colors that storing a palette file for it is kinda pointless, anyways)
anyways, experiment/demo finished.
now the question is if/how to add a BinaryAsset or BinaryData asset type to my game lib's asset manager. dynamic XHR sucked when i did text...because of scope restrictions. if i have to now create a dynamic filereader, i'm gonna be pissed...
(also, i'm when-able-and-willing porting my library to haxe at this time. but that's all on my laptop)