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Author Topic: Tile Layer Pro Images Question  (Read 490 times)
musicg.org
Guest
« on: February 24, 2007, 03:39:42 pm »

Hey, I'm new here...and new to ROMhacking in general Smiley. I started about three days ago just messing around...anyway...getting to the point.

I am trying to edit a Pokemon Red ROM with TLP. What I am trying to do right now is change the image on the title screen to say something other than Pokemon. I have found where the title image is stored, and I have made (several) replacement graphics that I want to insert in it's place. I am using Adobe Photoshop to make the image, and a program called 36-image converter to make my image into a bitmap so that I can insert it into the ROM. For some reason, every image that I insert into the ROM with TLP is really fuzzy and distorted, and I can't fix this problem. Here is what I am talking about.



I have messed around with a bunch of settings in photoshop to try to correct this problem, such as: lossy, number of colors, dithering, etc. I guess my question is: what settings should I use for my image so that it will appear correctly in my rom? Is there some sort of 'standard' for the quality of GB images that I should be using? Thanks Grin
RedComet
Guest
« Reply #1 on: February 24, 2007, 03:43:17 pm »

Honestly, I've never had any luck with any Graphics Editors' insert features. Extract, sure, but insert has always been a mess for me. I usually end up having to separate the image in paint into 8x8 tiles and then redraw the image tile by tile in the rom.

That said, I'm gonna say your converter is the problem.
musicg.org
Guest
« Reply #2 on: February 24, 2007, 03:51:52 pm »

Thanks for the quick reply. I was thinking that maybe photoshop was making images that were too high in quality for a gb rom to handle...apparently that wasn't the problem because I lowered and altered many settings.  Kinda hard to believe that there is no easy way to insert graphics in one piece with all of the kickass ROM hacks that I've seen. I will try another converter and post my results later.
Ryusui
Guest
« Reply #3 on: February 24, 2007, 04:23:26 pm »

1. Tile Layer Pro is crap for graphics insertion. Use Tile Molester instead.

2. You must reduce the color count in your image to match the target bit depth before you even think of inserting. Your logo can only use four colors maximum, and one of those colors is the white background.

3. If you use Tile Molester, it pays to create a "new" file to use as a scratchpad. You don't have to save anything, but it must be big enough to accomodate your logo. You should probably edit the image in a higher bit depth than you actually need: that way, you can use one of the unused colors as a "placeholder" so you can use the Color Replace tool to modify your image so it matches the original palette.
musicg.org
Guest
« Reply #4 on: February 24, 2007, 04:42:46 pm »

Allright, I'm using Tile Molester now. So when I'm in Photoshop, I should save the image in 4 colors for Gameboy roms? Also...I didn't understand this part, "You should probably edit the image in a higher bit depth than you actually need: that way, you can use one of the unused colors as a "placeholder" so you can use the Color Replace tool to modify your image so it matches the original palette." Sorry x_x

Edit: BTW, Tile Molester inserted my image into the ROM verrrry nicely. Thanks.
Ryusui
Guest
« Reply #5 on: February 24, 2007, 04:50:08 pm »

Here's what you do.

1. Create a new image in Tile Molestor. A size of 8000 or 16000 should do the trick.

2. Set the graphics mode to 4bpp (16-color). Any 4bpp mode will do. The image will still be 2bpp when you're done, but this gives you a bit of leeway.

3. Import your new, 4-color title screen. If the colors don't match the original palette, this is where our 4bpp switcheroo comes in: you can use one of the higher, unused colors as a place holder so you can use the Color Replace tool to switch around the colors in your image so they do match the original palette. (Okay, say color 0 is supposed to be the background, color 1 is the large swaths of color, color 2 is the shading, and color 3 is the borders. But when you import your image, the colors are swapped around. Using the Color Replace tool, you can switch them back.)

4. Copy the finished title screen from your scratchpad to the ROM. You're done!
musicg.org
Guest
« Reply #6 on: February 24, 2007, 05:02:47 pm »

Ok, I understand now, thanks. The new title screen looks really nice.

This may be a little off topic, but images in gameboy color ROMs would have 16 colors right? and gameboy advance 32? What about NES and SNES?
RadioShadow
Guest
« Reply #7 on: February 24, 2007, 06:36:32 pm »

Quote from: musicg.org on February 24, 2007, 05:02:47 pm
Ok, I understand now, thanks. The new title screen looks really nice.

This may be a little off topic, but images in gameboy color ROMs would have 16 colors right? and gameboy advance 32? What about NES and SNES?

GBA use 255 colours which use 2 bytes which vary from 0000 - FFFF, e.g. E004

GBC use 124 colours which use 1 byte which vary from 00 - FF, e.g. E4

I think that is correct anyway. 


Quote from: Ryusui on February 24, 2007, 04:23:26 pm
1. Tile Layer Pro is crap for graphics insertion. Use Tile Molester instead.

2. You must reduce the color count in your image to match the target bit depth before you even think of inserting. Your logo can only use four colors maximum, and one of those colors is the white background.

3. If you use Tile Molester, it pays to create a "new" file to use as a scratchpad. You don't have to save anything, but it must be big enough to accomodate your logo. You should probably edit the image in a higher bit depth than you actually need: that way, you can use one of the unused colors as a "placeholder" so you can use the Color Replace tool to modify your image so it matches the original palette.

I must try Tile Molester.  Tile layer Pro is a little bit evil.  Sad
Ryusui
Guest
« Reply #8 on: February 24, 2007, 09:25:39 pm »

Quote from: musicg.org on February 24, 2007, 05:02:47 pm
Ok, I understand now, thanks. The new title screen looks really nice.

This may be a little off topic, but images in gameboy color ROMs would have 16 colors right? and gameboy advance 32? What about NES and SNES?

GB and GBC games both use 2bpp, or 4-color sprites and backgrounds. IIRC, GBC does have a special "high-color" mode which can display 56 colors, but it's used mainly for still images (cutscenes, etc.) The chief difference between GB and GBC is that GBC graphics can be palettized: every individual tile can have its four colors drawn from one of several different palettes. The NES also uses 2bpp 4-color palettized graphics, although the actual format details are different.

The SNES and GBA use primarily 4bpp 16-color sprites and backgrounds: different formats, but similar principles. They also have 256-color modes, although they're used mainly for still images or scaling/rotation effects (such as the famous Mode 7).
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