Do you mean for the character selection icons? And by "character selection icons" I mean these:
View attachment 102981
Let's see... as type _9, these use exactly 4 KB each (counting their palettes). If we went with _6 instead (the highest quality), they'd be ~14 KB each. So the total space increase of MnSlChr would be (14336 - 4096) * 25 = 256000 = 250 KB. If this is in addition to the HQ ports mod (~51 KB addition), the new file would be 3.93 MB. Or larger, if this were to be done with the unique ports mod, to allow for different closed port textures for each player slot. I suppose it's not a real big difference, so this would probably be OK. I could give it a shot.
Achilles1515
, was it ever figured out exactly how large the MnSlChr file could be?
Ignacio, I've made some pretty drastic improvements to DTW since writing that guide (I need to add some notes in there about that). With the latest version of DTW, you should be able to easily replace textures without needing the guide or the PNG to-from TPL script (there's a ReadMe too that comes with it, if you'd like more detail). If you're still curious however, the problem you were having was most likely the encoding type that the script was set to for textures with palettes, which can be changed by opening the script in text editor like notepad (there are some changeable options and notes in the beginning of the file).
Yaruzu, what version of DTW are you using? I think I've fixed all of issues that were remaining with paletted textures in the latest versions. Also, you don't need to index the images you want to import. DTW will handle that as part of the importing process (although you can still do so if you want, for example if you specifically want some exact colors). In the past I suggested indexing using your own program because, even though DTW or the script would still work either way, it would probably result in slightly better quality. But now, since version 4.0, the program uses a new method of creating palettes, which is really good at it. So I wouldn't worry about it. From some of the testing I've done, it looks like it might even be better than GIMP. I haven't tested how Photoshop's palette creation compares, but that would be interesting to see.
They can be though, if one wants. The palette type just needs to be changed in the palette header.
type 0 = IA8 = gray+alpha
type 1 = RGB565 = color
type 2 = RGB5A3 = color+alpha
Generally speaking, the problem that most run into is that the wrong palette type is used when converting the texture (as you can see, only one of them supports both color and transparency, which is usually what people are trying to work with). Technically speaking, the types with alpha actually supports many different levels of transparency, but most image editors, even GIMP & Photoshop, don't properly support images that have both a palette and an alpha channel in PNG files for some crazy reason, and therefore it's hard for us to get good use out of it, and most hacks ended up with only 2 or 3 levels of transparency, i.e. fully transparent, fully opaque, and sometimes a 50% transparent (like with CSPs that used "replacement colors").