There were a few more problems I've discovered with palette-based PNGs:
1. Having an image overlay during the death fade out animation would crash the game (happened in 5.1 and 5.1.1 before my fix)
2. Changing opacity of the image overlay would make it behave erratically (happened in 5.1.1 before my fix)
I feel like the original handling might've been implemented as a workaround for some bug or for making it faster to import the palette-based images.
Note for testers: when new alpha build is made please make sure to check holds which use image overlays. Notable ones I can think of are:
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- DROD Touch (all menu screens, credits sequence, and obstacles in every room are image overlays)
- The Second Sky - whirlwinds are an image overlay, and I think the time seal is one too
Also if there are holds which use custom characters and portraits a lot (TSS again will be a candidate) it'd be a good idea to check them too.
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