@BumFengShui
The attached png-file is an 8bit indexed image (max 256 colors). PSX outputs 15bit (555 rgb, 2^15 colors) or 24bit (888 rgb, 2^24 colors) graphics. Could you attach screenshots in 24bit png-files instead? That way the reduced colors from an 8bit image doesn't affect the screenshots.
But I guess if Alundra never outputs more than 256 unique colors at any time then it's no problem. Just one thing to keep in mind.
I'm also using pSX 1.13 and I recently discovered that it's a bit weird. Screenshots and alt-print screen are slightly different, but not as much as in BumFengShuis example. And the colors are not "real" 15bit values, but are off slightly, not much though. I'm guessing it's because how pSX, directx, my graphic card, etc is rendering 15bit values. I wrote a tool that will try to correct this in images and if I use it on pSX screenshots and alt-print screens it will make them identical.
I probably should fix my suikoden 1 maps because right now they have an inflated amount of colors because of this quirk in pSX. It's not visible, but it could save about 3-4MB of space in total because of less colors to compress.
If anyone is wondering this is how I create the LUT I use to render "real" 15bit values in 24bit:
byte[] lut5To8BitColorChannel = new byte[32];
for (int i = 0; i < 32; i++)
{
lut5To8BitColorChannel[i] = (byte)((i << 3) | (i >> 2)); //what I use
//lut5To8BitColorChannel[i] = (byte)((255.0 / 31.0) * i + 0.5); //mathematically correct?
}
It's not entirely correct, but very very close.