Closed ImmutableOctet closed 7 years ago
I figured this out, for the record.
Basically, the game's trying to load "palette files", which patch 8-bit PNGs. Specifically 8-bit PNGs. These will either be patched differently (No longer direct format-injection), or just statically processed.
The flashing was from incorrect frame initialization. To be more specific, I accidentally set the mip-mapping flag.
Still, alt-frames for backgrounds and tile-maps need to be resolved, so I'll be looking into both options.
After slightly more research, I have concluded that these palette files are PLTE chunks. This also makes it obvious why the magic number 37 was used as an offset for palettes.
Palettes are now supported. Efficiency is another issue, but for now, this has been sorted out.
While playing NGHZ1 on GLFW builds, the background seems to flash between normal and black.