[fields] The palette numbers don't match OpenVIII. And they seem to all be even numbers.
So I converted this bullet into an issue via github. I didn't know it could do that.
Workaround
Anyhow, I found a work around for this. The game currently requests a palette (0,2,4,6,8) w/e it's some even number that doesn't correspond to anything. So we'd need a way to dump the image it's generating to use these numbers effectively.
I wrote a small tool as a proof of concept we can edit the .map files. So with this we aren't locked into the layout of the existing tile structure. We can move problem tiles off into their own texture pages. I was thinking we could ignore the existing structure and just put each tile into the reswizzled textures in any order we want.
I requested to Maki about a way to load the .map files from the upscaled textures folder. That would be really nice.
So then I just need to make my tools better I think.
Tool
https://github.com/Sebanisu/OpenVIII_CPP_WIP/blob/main/applications/src/tile_csv_to_map.cpp https://github.com/Sebanisu/OpenVIII_CPP_WIP/blob/main/applications/src/tile_map_to_csv.cpp
Possible issue:
The new upscales won't be compatable with 2013 or earlier versions of ff8. Because 2013 uses a hash to determine which texture to load. This method changes the hashes.
Just tested the assembly injection to hijack palette data just before uploading to VRAM and it all seem to only load even numbers. Which field should load odd number palette data?
There is 16 palettes. I expected numbers 0-15. But unsure what the game stores as a value