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Author Topic: Graphic hacking in Romancing Saga 3  (Read 1324 times)
Kitsune Sniper
Guest
« Reply #15 on: March 09, 2007, 01:53:58 am »

Quote from: JohnTheRonso on March 09, 2007, 01:24:51 am
I got no idea how I deserve the title dumbass, but anyways I'll try the pallete thing for now

Dude, Suzaku was calling himself a dumbass. Chill.
JohnTheRonso
Guest
« Reply #16 on: March 09, 2007, 02:26:44 am »

heh sorry I call myself dumbass quite offen too, so I always expect other to call me that too

I am looking for the pallete for that one character sprite, but it's hard to find that one pink, since sometimes it could be any of them... it's hard to find
creaothceann
Guest
« Reply #17 on: March 09, 2007, 07:23:16 am »

Quote from: Ryusui on March 09, 2007, 01:44:06 am
I know full well that there's a maximum OAM sprite size (which I vaguely recall being 32x32, but I am very likely wrong).
64x64, actually. Rarely used though.

Quote from: Ryusui on March 09, 2007, 01:44:06 am
I just never heard the phrases "hardware sprite" and "software sprite" used to define the actual OAM sprites versus, for example, the full pic of Ryu or Guile or Chun-Li or whoever before.
*cough* That would be because I just invented it. IMO there're no actual terms to separate between those two.
Suzaku
Guest
« Reply #18 on: March 09, 2007, 07:59:52 am »

Quote from: JohnTheRonso on March 09, 2007, 01:24:51 am
I got no idea how I deserve the title dumbass, but anyways I'll try the pallete thing for now

I was referring to myself. Not you.  Wink
Nightcrawler
Guest
« Reply #19 on: March 09, 2007, 09:05:02 am »

Quote from: JohnTheRonso on March 09, 2007, 02:26:44 am
heh sorry I call myself dumbass quite offen too, so I always expect other to call me that too

I am looking for the pallete for that one character sprite, but it's hard to find that one pink, since sometimes it could be any of them... it's hard to find

VSNES to the rescue... Make a savestate with that sprite on screen. Look at the OAM table and see what palette that sprite indexes. You have your answer.
creaothceann
Guest
« Reply #20 on: March 09, 2007, 10:47:34 am »

Speaking of vSNES... see this thread for the latest build.

EDIT: Fixed the link. -_-'
« Last Edit: March 09, 2007, 05:40:47 pm by creaothceann »
JohnTheRonso
Guest
« Reply #21 on: March 10, 2007, 06:35:17 am »

the downloaded thing tells me that there is not inf file or something, I got v2.85 from some other site, but I'm still not sure how thsi propgram should work
creaothceann
Guest
« Reply #22 on: March 10, 2007, 09:32:25 am »

Follow the link in my sig to get v2.91, then replace its *.exe file with the one from the ZSNES board thread.
JohnTheRonso
Guest
« Reply #23 on: March 10, 2007, 11:20:27 am »

ok now , I got the program working and the IPS was applied to the rom or whatever... but how to use this program now? Are there any guides?
creaothceann
Guest
« Reply #24 on: March 10, 2007, 12:26:56 pm »

See Nightcrawler's post. Smiley
JohnTheRonso
Guest
« Reply #25 on: March 11, 2007, 02:51:06 am »

I'm really thankfull... I;'ve foudn the color in the Vsnes but I cannot find the proper index in the pallete...
in the pallete program I got #xxxxxx (# and 6 digits)
creaothceann
Guest
« Reply #26 on: March 11, 2007, 04:53:13 am »

Oh please...

  • make a savestate in the emulator with that sprite on screen
  • switch to vSNES, load that savestate
  • open MemViewer and PalViewer
  • open SceneViewer, switch to the sprites page and move your mouse over the sprite
  • SceneViewer will display the sprite's info, PalViewer will jump to the sprite's subpalette and MemViewer will jump to the sprite data
  • PalViewer will show you the colors in hexadecimal format (when you select them) in the "data" row.

If there are several indices with the same color, you could save the sprites picture to a file and open it with Paint Shop Pro to get the index.
JohnTheRonso
Guest
« Reply #27 on: March 11, 2007, 09:29:24 am »

Thanks a lot, sorry for being so annoying...
but it was not THAT easy to find that thing in the pallete
creaothceann
Guest
« Reply #28 on: March 11, 2007, 10:18:08 am »

Mmmh... seems like "SNES palette editor" uses values in the range of 0..31 (just like they're stored in the SNES) unless you check that checkbox.

Btw. it seems you're using a headered ROM. Tongue

Anyway, question: What about searching for palettes or parts of palettes in ROM and RAM? It should be possible to implement such a thing, but maybe that's not useful or there are already programs like that.
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