Hi developers,
A recent discovering (for me part, not that I discovered) bug for BennuGD in Dreamcast port, provoques that
we never will be able to free or liberate elements in the Dreamcast RAM and when you use around 14 o 15 mb of ram, the game crashed for erros like out of memory, etc.
I want to continue my game. it's no viable for me right now, make it from zero in other framework like KOS, then, one of my personal possible solition is
work with 8bits FPGFiles and use 8BITS_MODE in BennuGD instead of 16BITS_MODE (between 3 ~ 4 Mb in ram of difference).
Ok, let's work. To do this I'm using:
- Photoshop CS 2016
- Corel Paint Shop Pro 9
- FPGEdit2009
Ok, let's do it begining, in my case, with Photoshop as main image editor.
1)
Creating the image. It's simple, I edited the image in photoshop, something like this.

2)
Convert image to 8bits color depth. I'm going to Image > Mode > Indexed color to do this.

3) Check the pallete colors. Check if the first color is black for transparency and the rest of colors are correct. Aparently,
all it's correct, so I'm going to save the pallete as .PAL extension compatible with Windows colors and supposedly with FPGEdit.

4) Ok, let's go to
FPGEdit to create a new FPG file with 8bits for BennuGD and the pallete that I was created in Photoshop
And then (ERROR:PAL not contains 256 colors)...Wops! The .PAL file created with Photoshop it's not compatible?
5) Ok, no problem...
Let's try to do the pallete on Corel Paint Shop Pro. Open the image with all colors and palete applied
6) I going to load the PAL generated with Photoshop on the image. All it's correct (apparently..)


7) And then, I'm going to save the .PAL file to use late on FPGEdit


Ok, the final try! Load this new palete on FPG edit.

9)
OK NO ERRORS HERE BUT...WHAT HAPPENING AT THE COLORS?
Al blue colors was replaced for brow colors, but only in FPGEdit. On Photoshop or PSP the pallete has the correct colors...
I don't understood anything about this. Someone can help me please?