Tiled palette quantization tool

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SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

Just checking, which dither pattern number is intended to produce the better looking result, 4 or 2?

And is the dither weight intended to produce nicer results set high or low?

I'm finding it hard to tell in the examples I've tested, so just want to be sure when trying to get the highest quality image.
slogra
Posts: 2
Joined: Sat Feb 05, 2022 5:05 am

Re: Tiled palette quantization tool

Post by slogra »

SNES AYE wrote: Sun Jun 11, 2023 3:58 am Just checking, which dither pattern number is intended to produce the better looking result, 4 or 2?
It's a matter of opinion, what you want to archieve and the input image.

I really like diagonal2 which works great in low res images (as in nes games).
Only when you try to archive a smoother gradient then diagonal4 will work better.

If you don't see difference between the 2 in your image, then i would go for diagonal2.
And is the dither weight intended to produce nicer results set high or low?
I believe dither weight is basically the amount of dithering. If you have 2 colors, you can create a virtual 3rd color in between color using dithering. If weight is low it will pick one of the original colors much more, than the dithered color.
I'm finding it hard to tell in the examples I've tested, so just want to be sure when trying to get the highest quality image.
If you have an example image i can comment on it :D :beer:
SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

slogra wrote: Mon Jun 12, 2023 12:31 pm
SNES AYE wrote: Sun Jun 11, 2023 3:58 am Just checking, which dither pattern number is intended to produce the better looking result, 4 or 2?
It's a matter of opinion, what you want to archieve and the input image.

I really like diagonal2 which works great in low res images (as in nes games).
Only when you try to archive a smoother gradient then diagonal4 will work better.

If you don't see difference between the 2 in your image, then i would go for diagonal2.
And is the dither weight intended to produce nicer results set high or low?
I believe dither weight is basically the amount of dithering. If you have 2 colors, you can create a virtual 3rd color in between color using dithering. If weight is low it will pick one of the original colors much more, than the dithered color.
I'm finding it hard to tell in the examples I've tested, so just want to be sure when trying to get the highest quality image.
If you have an example image i can comment on it :D :beer:
It was just a random image I downloaded from online to test to try see what each option was doing and have since deleted it. My bad.
lidnariq
Posts: 11370
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Tiled palette quantization tool

Post by lidnariq »

On the N64 there's a way to draw a texture where the two lsbits of X coordinate choose between four 16-color palettes.

Would it be easy to add support for this format?
SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

Rilden wrote: Mon Feb 13, 2023 2:23 pm
Is it possible to have an option to let this tool output the converted image as an actual .sfc file or something like that so it can be viewed on the likes of a SNES emulator?

I know that might be too big an ask, but I figure I might as well do so, because you never know. :)

Alternatively, if anyone knows of an existing tool that would simply let me upload these converted images into it and then save them out as proper SNES compatible .sfc files or similar, just something I can take and view directly on a SNES emulator, that would be great too.
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Individualised
Posts: 298
Joined: Mon Sep 05, 2022 6:46 am

Re: Tiled palette quantization tool

Post by Individualised »

This tool is not specifically for SNES images.
SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

Individualised wrote: Mon Aug 14, 2023 7:58 am This tool is not specifically for SNES images.
Thankfully, the actual tool creator is open to at least considering my suggestions, hence there's now an option that lets anyone output 8bpp images, which I have personally found extremely helpful.

And, look, maybe he won't add an option to output images in a format I can use to immediately view them in a SNES emulator. Or maybe he might suddenly consider having a small drop-down menu with a few ways to select what format to save the images could be worthwhile, or something along those lines. I don't know. And I will never know unless I ask. So I'm simply asking.

We are in the SNES sub-forum, so I don't think asking for SNES-specific features is out of place here.
turboxray
Posts: 327
Joined: Thu Oct 31, 2019 12:56 am

Re: Tiled palette quantization tool

Post by turboxray »

SNES AYE wrote: Mon Aug 14, 2023 6:42 am
Rilden wrote: Mon Feb 13, 2023 2:23 pm
Is it possible to have an option to let this tool output the converted image as an actual .sfc file
.sfc is a rom, not an image format. If that's what you need, ask someone from the snes homebrew community code up a "slideshow" project rom for you.
SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

Anyone know if there is a SNES slideshow rom I can use right now?
Last edited by SNES AYE on Sat Oct 14, 2023 7:41 pm, edited 2 times in total.
turboxray
Posts: 327
Joined: Thu Oct 31, 2019 12:56 am

Re: Tiled palette quantization tool

Post by turboxray »

Just wanted to post this: Was working with some 2bpp tile content and TPQ wasn't able to resolve it as a "lossless" image, even though it pretty easily resolved to that (with half the palettes to spare). Probably an extreme edge use-case for most people's use of the tool, but just a heads up anyway.
Ti_
Posts: 60
Joined: Sat Aug 03, 2013 3:08 pm
Location: Russia
Contact:

Re: Tiled palette quantization tool

Post by Ti_ »

Amazing tool! Output results much better than in programs which uses various algorithms. And the most important thing is that you can choose the parameters and overall color.
SNES AYE
Posts: 159
Joined: Mon Nov 07, 2022 11:28 am

Re: Tiled palette quantization tool

Post by SNES AYE »

Hi, Rilden,

I would like to request again the option to convert images to the equivalent of SNES' direct color mode with the extra bits to allow the 2048 colours on layer 1 (and any other considerations that come with that), if that's something you think would be worthwhile and are able and willing to add.

Some people have mentioned there's ways to do this in other programs, but it's not at all clear to me how to do that, and I still think it would be ideal to have it here in one tool alongside basically every other SNES image conversion option if that is at all possible.

Thank you for your time. :)
turboxray
Posts: 327
Joined: Thu Oct 31, 2019 12:56 am

Re: Tiled palette quantization tool

Post by turboxray »

SNES AYE wrote: Tue Oct 10, 2023 9:01 am I would like to request again the option to convert images to the equivalent of SNES' direct color mode with the extra bits to allow the 2048 colours on layer 1
You still don't understand how this mode works (with a single layer). I'd say that should be a prerequisite before requesting said features.
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