Uncy Dave said:
Well that's a shame.
I'm not aware of any other kinds of images that can be animated other than Gifs...
Good luck anyway....
The only other animated format I'm aware of is APNG. =/
And that has almost no support... Yet. >_>
So, I did some trials with transparency...
And, like animations, I gots nothing. =/
So what this seems to suggest is that Cave Story cannont support anything more than basic bitmap images (I dread trying with vector graphics).
So... Yeah. Sorry Wistil.
No additional transparencies for you... Yet.
I mean, I suppose support for animated gifs and transparencies could be implimented, but it'd be very akward and ungainly to use in the context of a game.
HOWEVER.
All these things said, I still believe that PNG would be a prefered file format simply because it provides the best compression-to-color depth of the three biggies (ie. Gif, Jpg, Png - I'm not including PBM/BMP as they are non-compressed) with the smallest losses.
Final thoughts: I'm not saying I covered every angle, just the ones I know to deal with. The primary issue could lie soley in the "(C)Pixel" string requirement and how it is handled; as it was the root of 90% of the headachery.
Something I would like to know is if Cave Editor detects/appends or overwrites the last 8 bytes.
As well, if anyone (Lace, Wedge?) with a more advanced knowledge of the Cave Story assembly could look at the way the game processes images and maybe possibly determine the potential for animated Gifs or transparencies, a work-around or solution might be reached.
As for me, my mental resources are spent and I am in need of rest.
- Signing off to "Fall Out Boy - This Ain't A Scene, It's An Arms Race", Bootsy