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Texture replacement: Add [indexed] to the generated textures.ini
Document the section and the supported files in the template. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -1160,6 +1160,18 @@ ignoreAddress = false # Reduces duplicates at the cost of making hash less re
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# You can enforce specific filtering modes with this. Available modes are linear, nearest, auto. See the docs.
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# Example: 08d3961000000909ba70b2af = nearest
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[indexed]
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# Marks replacement images that hold palette indices instead of colors, for games that use many palettes
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# for one texture or let the player change them. The game's current palette colors the image, so a single
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# high resolution image works with every palette.
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# Supported files: PNG only, either a palette (indexed) PNG, where the palette index of each pixel is used
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# (the colors in the file's palette are ignored), or a grayscale PNG of at most 8 bits, where the gray value
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# is the index. RGB/RGBA PNG, DDS, KTX2 and ZIM files can't be used here, and there are no mipmaps.
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# The image can have any resolution, for example 4x the original. The index values must match what the game uses.
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# Use the hashes section to name the file, with the CLUT hash set to 00000000 to match every palette.
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# Format: <address><clut hash><texture hash> = true
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# Example: 08d3961000000000ba70b2af = true
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[reducehashranges]
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# Lets you set texture sizes where the hash range is reduced by a factor. See the docs.
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# Example:
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