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Author Topic: NLZ-GBA Advance messes up palettes!  (Read 1 times)
TanUKi
Guest
« on: July 19, 2011, 03:01:25 pm »

Everytime I try to use NLZ-GBA, it mucks up the palettes when I test out the GBA ROM file!

1. I extract an image:


2. After editing, I insert it back and test the ROM.

The palettes have become muddled up, if you look at the mother logo and in general. (I know about the tiny graphical glitch).

How do I avoid this, as I still want to use NLZ-GB since it's my only good option of finding and hacking the graphics of Mother 2 GBA's title screen...
Celice
Guest
« Reply #1 on: July 23, 2011, 06:32:24 pm »

The author frequents a board called Serenes Forest.  I don't know how active he is here.

I never used his tool, but it's basically just the same as unlz-gba, or any other LZXX decompression tool.  But if you have to make do with his tool, try contacting him about your issue, and you might get some help.  Good luck!
TanUKi
Guest
« Reply #2 on: July 24, 2011, 09:41:05 am »

Thanks for the advice! Cheesy
Spikeman
Guest
« Reply #3 on: July 28, 2011, 07:08:38 pm »

Find the address using NLZ-GBA and then extract and insert the graphics using a different tool. I prefer this one: http://www.romhacking.net/utils/433/

You'll have to edit the graphics in a tile editor. The easiest way to do this and edit with the right palette is to dump the palette in VBA as a .PAL file and then use Tile Molestor's load palette function. (Note: Not all versions of Tile Molestor support .PAL, check the utilities database.)

If you prefer Tile Layer Pro, you can use my utility to convert palette files: http://www.romhacking.net/utils/417/
TanUKi
Guest
« Reply #4 on: July 29, 2011, 07:25:04 am »

It freezes.
Spikeman
Guest
« Reply #5 on: July 31, 2011, 06:25:58 pm »

What freezes? The decompression utility? If so, you're probably inputting the address wrong. It needs to be the offset in the file, so something like 123456  instead of 08123456.
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