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Topic: Draw the title screen ? (Read 1054 times)
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Naruto
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« on: April 25, 2007, 10:09:15 am » |
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Hi, I am back! Ok, I know that I have to erase the old title screen and draw the new one... I find it hard, because I'm not that good artist and I cannot figure out. Original version: Japanese version: This version is actually better. I know the translation: The Legend of Zelda - Triforce of the Gods. I want to change an "Super Famicom" to an "Super Nintendo" then the Japanese title. I would like that. To do this, simply open the ROM in a tile editor and look for tiles that match up to my title screen. Yeah, chances are good that they're going to be scrambled around. I found one. Now, what I can do is "erase" each of the tiles in the title screen and then draw numbers on them. I am not new to Tile Layer Pro either. Look at above.. How do I do that ? LOL! I would appreciate an explanation and help me do that. Thanks in advance. ~Naruto
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« Last Edit: April 25, 2007, 02:10:32 pm by Naruto »
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Moulinoski
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« Reply #1 on: April 25, 2007, 11:43:35 am » |
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... Wait, what? O_o I don't understand the problem when the solution's given...
either way, I can't see the screens- Might you have taken them off?
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Tauwasser
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« Reply #2 on: April 25, 2007, 12:44:47 pm » |
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So why do you want to draw numbers on them in the first place? Do you want to figure out the tile map for the title screen or something? If so, you can probably do it better with an emulator with debugging features.
cYa,
Tauwasser
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Naruto
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« Reply #3 on: April 25, 2007, 01:55:43 pm » |
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Hey! No, creating a new title screen design. I know I can either do this directly in my tile editor or I can draw the new title screen in a graphics editor and then import it to my tile editor. However, how do I draw it ? I can't figure out how. :laugh: ~Naruto
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Moulinoski
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« Reply #4 on: April 25, 2007, 02:01:53 pm » |
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How to draw it? In TLP? Isn't it kinda like MSPaint except with a default color palette that's intent on ruining your eyesight?
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Ryusui
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« Reply #5 on: April 25, 2007, 02:02:34 pm » |
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We still can't see the second screenshot. Use the original image links instead of TinyPic; we won't see 'em since they're between image tags. You know how to use a graphics editor like Tile Layer Pro or (preferably) Tile Molester, right? Your first objective is to find the title screen in the ROM. If you use Tile Molester (and to a lesser extent, TLP), you can import a graphic drawn in MSPaint or your favorite art program (my personal preference is The GiMP) into the ROM, provided you match the palette and tilemap. You can also draw your new title screen directly in TLP or TM, of course, but that's a pain in the ass for complex graphics.
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Naruto
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« Reply #6 on: April 25, 2007, 02:19:26 pm » |
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We still can't see the second screenshot. Use the original image links instead of TinyPic; we won't see 'em since they're between image tags. Fixed! You know how to use a graphics editor like Tile Layer Pro or (preferably) Tile Molester, right? Your first objective is to find the title screen in the ROM. If you use Tile Molester (and to a lesser extent, TLP), you can import a graphic drawn in MSPaint or your favorite art program (my personal preference is The GiMP) into the ROM, provided you match the palette and tilemap. Yes, I do. I already did find the title screen in the ROM. Give me an example or maybe a screenshot ? I would like to understand more about what you guys can do. :happy: ~Naruto
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« Last Edit: April 27, 2007, 10:25:58 am by Naruto »
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Ryusui
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« Reply #7 on: April 25, 2007, 02:42:40 pm » |
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Well, if you don't mind me throwing in my two cents, I think the U.S. title screen logo looks much better. But to each his own. >_>
Anyways. First of all, this doesn't seem like a simple "redraw the U.S. title screen to match the Japanese logo" job. The Japanese and U.S. logos use different palettes...there's a tool out there for palette hacking (can't remember the name of it); you can accomplish much the same with a bit of ASM tracing, but the bottom line is, you're going to need to dig into the guts of the game if you want to replace the English logo with some semblance of the Japanese one.
I can talk your ears off about palettes, but since my one and only experience with it was an ill-concieved attempt to make the Devil Gundam in G Gundam for SNES look more like the actual Devil Gundam from the anime (i.e. from muddy brown to its proper red), you'll have to learn how to actually hack palettes from somebody else.
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Naruto
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« Reply #8 on: April 25, 2007, 03:04:27 pm » |
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Hi! Oh, I see. I guess that I'm hoping someone else will dig into this a little deeper, but I may have to wait. Okay, thank you very much. :thumbsup: ~Naruto
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Naruto
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« Reply #9 on: April 26, 2007, 01:17:35 pm » |
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Oh yeah, I am aware that I can append all of the necessary colors into my color palette. Sometimes, however, the screen won't be in order that I know, which makes changing it hard but how do you do that ?! I am so curious. :crazy:
~Naruto
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« Last Edit: April 27, 2007, 10:26:11 am by Naruto »
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Ryusui
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« Reply #10 on: April 26, 2007, 02:05:57 pm » |
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It's what we call a tilemap. Basically, background graphics are comprised of two sets of data: the tile data, and the map data.
It's like the relationship between tile data and palette data: "color-by-numbers". Except here we're not dealing with colors; we're dealing with little 8x8 puzzle pieces. The title logo is made up of tiles that are loaded into VRAM; the map data, also loaded into VRAM, tells the graphics hardware how they're supposed to be displayed.
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Naruto
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« Reply #11 on: April 26, 2007, 02:19:56 pm » |
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Yeah, I understand. Okay, then I can save .BMP and go to MPaint where I will "paint" or edit title screen ? :huh: ~Naruto
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« Last Edit: April 27, 2007, 10:26:20 am by Naruto »
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Ryusui
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« Reply #12 on: April 26, 2007, 08:57:47 pm » |
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Yes, you can use any graphics editor. (As above, I recommend The GiMP, which is freeware.) You can then import the resulting image into Tile Molester or Tile Layer Pro - I recommend TM for this since you can make a blank file you can use as a workspace. It helps if you set the bit depth of the blank file to slightly higher than you need: in this case, use 8bpp or 16bpp to transform your imported logo into something you can insert properly. That way, if you need to swap colors to match the original palette, you can use one of the unused high colors.
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Naruto
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« Reply #13 on: April 27, 2007, 08:58:45 am » |
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Hello! What's wrong with MPaint ? I have no experience with GiMP and Tile Molester. ~Naruto
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« Last Edit: April 27, 2007, 10:26:29 am by Naruto »
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RedComet
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« Reply #14 on: April 27, 2007, 09:24:43 am » |
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You're not dealing with a bitmap, that's what's wrong with MSPaint.
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