Right now when the user adds an animated tile or palette, MAGE allocates space for a single state of these resources. This is bad because the user might change the amount of states in the animation editor and then start editing the animation. This can lead to corruption.
For animated tiles you are therefore required to import the new graphics while only having the states set to 1, which forces a repoint.
This does not work with animated palettes, since they do not get repointed if a larger amount of palette rows is imported. The only way to reliably create animated palettes right now is to copy an existing one, which limits the user to the highest amount of states that the vanilla game provides
Right now when the user adds an animated tile or palette, MAGE allocates space for a single state of these resources. This is bad because the user might change the amount of states in the animation editor and then start editing the animation. This can lead to corruption.
For animated tiles you are therefore required to import the new graphics while only having the states set to 1, which forces a repoint.
This does not work with animated palettes, since they do not get repointed if a larger amount of palette rows is imported. The only way to reliably create animated palettes right now is to copy an existing one, which limits the user to the highest amount of states that the vanilla game provides