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  1. Plombo

    Minimizing memory usage from script

    That's right. You understood correctly :)
  2. Plombo

    Minimizing memory usage from script

    That's right. You understood correctly
  3. Plombo

    If you don't have the binary for that engine version, I definitely don't have it. Please make a...

    If you don't have the binary for that engine version, I definitely don't have it. Please make a thread in the forums if you need help.
  4. Plombo

    PalApply 2.0.3

    PalApply is a powerful tool by @Plombo that (as the name implies) applies color tables to images. This tool is a must get even if you have access to full featured image editors like Photoshop or Gimp. The batch mode is a fantastic timer saver, and image outputs are fully optimized .png files...
  5. Plombo

    OpenBOR Test Build 6392

    We don't even have to go that far, since the input rework actually does work on the Wii. We'll have to drop the PSP if it hasn't already been dropped, but that's long overdue anyway.
  6. Plombo

    OpenBOR Test Build 6392

    I hate to complicate things further, but I really do still want to merge the input rework into master. That's still something I think about on a daily basis, even if I'm not around here much anymore. Because, well, the input rework was and is finished except for platform support for Wii and...
  7. Plombo

    Palette Tutorial Feeback

    I watched your video. The only big thing I'd raise is what Damon already said about how the transparent color doesn't have to be pink. A smaller thing: I don't understand where you're going with the part where you create a .act in Fighter Factory. If you're just going to use PalApply, it can...
  8. Plombo

    Collision Rework

    I've never understood the collision code very well, but I don't see any obvious issues with your proposed rework.
  9. Plombo

    Is anyone using alpha masks?

    Yeah, the alpha mask is a separate image. You can save a PNG as RGB (not indexed) with your editor to keep the alpha mask, and then use PalApply v2 to turn it into a separate indexed image and alpha mask. From there, use the "alphamask" command in OpenBOR; you can look it up in the manual.
  10. Plombo

    Is there a list of what game modules are 8 16 or 32 bit palette

    I don't think there's any such list. What purpose do you need it for? Newer versions of the engine just run everything as 32-bit color anyway.
  11. Plombo

    Is anyone using alpha masks?

    Way back in 2010, I added a command called alphamask to the engine that enabled sprites to have fully custom alpha values for each pixel. It didn't really have an immediate uptake. The feature was never especially well known, and the requirements for making them were a bit scary: the fully...
  12. Plombo

    Manual Updates

    Hey. I don't know whether you'll want to update the manual immediately or wait until the change is in an actual release, but a recent change I made to the engine obsoletes a line in the "alphamask" description: That line can be removed since the future is now, and alpha masking finally works...
  13. Plombo

    PalApply v2

    Hey everyone. I rewrote my 10 year old program PalApply to support alpha masks and write well-optimized PNG output. I quietly released a replacement for the command line PalApply a year or two ago, but now I've gotten around to a full replacement for the GUI version that most people use...
  14. Plombo

    Build number in Openbor

    Oh, but if we're adding more software to the tools directory, we'll run into the same issues I brought up in this thread. Fortunately, we can use the same solution I suggested there! Git for Windows is already distributed using a GitHub releases page, so we wouldn't even have to mirror it...
  15. Plombo

    Build number in Openbor

    It looks like the Git for Windows releases include a minimalist Git distribution called MinGit that we could probably use.
  16. Plombo

    Build number in Openbor

    The SVN zip file in tools doesn't have git in it. It's an artifact of SVN, the version control system we used before Git. But back in the SVN days, it solved basically the same problem that we have now -- it meant you could get build numbers without the SVN executable being in your PATH. So we...
  17. Plombo

    Build number in Openbor

    Haxpor's change looks good to me, too, but I don't know why we're talking about it here. It doesn't actually change how build numbers work. Just like the existing system works for me, it appears to work for haxpor, too. Unless I'm seriously missing something in the code, that PR won't change...
  18. Plombo

    Build number in Openbor

    Broken means "not working". They're the same thing.
  19. Plombo

    Build number in Openbor

    The system has worked for me all this time, so it's not broken. It's just a matter of configuration. The haxpor PR you linked doesn't do what you seem to think it does. It doesn't change the system for getting build numbers. It just adds to it with a git commit hash, which it obtains in a...
  20. Plombo

    Build number in Openbor

    What I'm saying is that over a decade ago, SX (at least I think it was him) implemented a system to include the engine "build number" in OpenBOR. We still have that system. It still works. I can compile OpenBOR today, and run the engine, and on the startup menu and in the logs, it will show the...
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