I am clueless when it comes to compiling though so for me that stop right at "linking". I only know that that has something to do with those .o files. :-)
I doubt there will be one, as Greg Roelofs doesn't actively maintain it (I have submitted my changes to him long time ago, and the response was he also got other patches and doesn't have time to merge them).
Wow, I go on holiday away from a decent internet connection and next thing you know, HN front page. Urk.
Hope it all works well for everyone. As mentioned, the source is all on github (https://github.com/thingsinjars/8bitalpha) so if there are any improvements, fork away.
I'll try and keep an eye on it in case something breaks but I'm a bit limited to an iPhone SSH client on a foreign country's network so play nice. :D
IE7 and IE8 can display 32bit (24bit for RGB + 8bit for alpha channel) PNGs fine by the way. IE6, of course, only supports alpha transparency on 8bit PNGs.
IE6, of course, only supports alpha transparency on 8bit
PNGs.
IE6 does not support alpha transparency, in this case it treats colos with alpha component as fully transparent i.e. PNG8 with alpha transparency is treated as with index transparency.
That site is great because it's so easy, they did some very impressive drag-and-drop code and it makes very high quality output that is as good as Fireworks.
The main difference, other than size, is that optipng produced an exact copy of the the original, while this tool is lossy, and threw away a bunch of data from the alpha channel. The win is that for the majority of all web cases, 8 bits of alpha is plenty.
Actually, making good palette for PNG8+a is very difficult, because in PNG8 alpha is not an additional channel, but property of palette entries. Instead of 256 RGB colors in palette you have 265 RGBA colors, so e.g. red and semitransparent red are two distinct entries.
BTW this is the original image I am resampling down to icon size, it seems very challenging because of the multi-layered round edges and many gradients internally:
For me OS X screenshots are the toughest — lots of shades in transparent shadow, smooth gray gradients (can't use posterization) AND three small gradients in close/minimize/zoom and couple of odd pixels for anti-alias of corners (can't use pick-most-popular algorithm).
https://github.com/pornel/improved-pngquant
It is a bit slow (converts image several times feeding back result's quality back to the algorithm), but difference in quality is significant:
http://geekhood.net/8bitalpha.png - converted via website
http://geekhood.net/imagealpha0.7.png - converted with pngquant 1.3