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Author Topic: Why do graphics have strange colors in tile viewer?  (Read 1174 times)
Dice
Guest
« Reply #15 on: December 04, 2006, 02:54:52 pm »

I've been trying to follow up on the advice given here, but I am still having a hard time getting it.  The vSNES program is great, but I dont know how it can help me work with palettes and sprite changing in TLP.
Ryusui
Guest
« Reply #16 on: December 04, 2006, 03:37:49 pm »

Let me repeat:

Graphics data is like paint-with-numbers. It doesn't have the actual color information, just which color out of a numbered palette is supposed to go in each pixel. Problem is, when you open a ROM in TLP or Tile Molester, they don't know which bytes in the ROM spell out the palettes. That's where vSNES comes in.

It allows you to dissect a snapshot of the game running in progress. TLP and Tile Molester don't know where the palette is, but the game does, and it always loads it into the same section of memory. vSNES allows you to take that palette data and save it to a file which you can then import into TLP or Tile Molester. Neat, huh?
Moulinoski
Guest
« Reply #17 on: December 04, 2006, 03:46:16 pm »

Of course, there's nothing like that for NES or GBC or GBA games, right?  Roll Eyes
Dice
Guest
« Reply #18 on: December 04, 2006, 03:52:17 pm »

Quote from: Ryusui on December 04, 2006, 03:37:49 pm
Let me repeat:

Graphics data is like paint-with-numbers. It doesn't have the actual color information, just which color out of a numbered palette is supposed to go in each pixel. Problem is, when you open a ROM in TLP or Tile Molester, they don't know which bytes in the ROM spell out the palettes. That's where vSNES comes in.

It allows you to dissect a snapshot of the game running in progress. TLP and Tile Molester don't know where the palette is, but the game does, and it always loads it into the same section of memory. vSNES allows you to take that palette data and save it to a file which you can then import into TLP or Tile Molester. Neat, huh?

I knew that much, and it is fantastic.  I just don't know how. =/
Furthermore, I'm going to guess there is no easy way to find any specific sprite for the editing process is there??
(sorry if these questions are stoopid ones, Im very new but very inspired at rom/graphics hacking)
Ryusui
Guest
« Reply #19 on: December 04, 2006, 03:55:47 pm »

Which part are you having trouble with?

Just make a savestate in ZSNES (older version; newer ZSTs are incompatible) or SNES9X. Load it in vSNES, click the funky rainbow icon to bring up the palette viewer, then click the disk icon on the viewer to save it as a palette file.

Now you can open the ROM in TLP or Tile Molester and load the palette. Find the sprites, then scroll through the palette colors until they match what's in the game.
Dice
Guest
« Reply #20 on: December 04, 2006, 04:34:22 pm »

Beeaauutiful, thank you!!  Cheesy
creaothceann
Guest
« Reply #21 on: December 05, 2006, 02:38:05 am »

Quote from: Ryusui on December 04, 2006, 03:55:47 pm
... click the funky rainbow icon ...
Cheesy
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