sb iq
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« on: May 07, 2007, 12:53:09 am » |
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Is there anyway I can switch all the pixels that have a certain color with another color all at once in a certain section of a file? I just want to change the textures, not all the bytes in the file. If I changed all the bytes the file might not even load in the game anymore. For example: I want all the pixels that are colored blue to become red. Is there a way I can make TM do that without having to go after every single blue pixel? Sorry if my questions come off as n00bish. I don't want to sound like Rai, but I'm very busy with work and school, and I try to learn all this stuff on my own but I can only find 2 hours at the end of the week for romhacking (and that's if I'm lucky). Please be patient if my questions come off as "stupid", as it is not intentional and I try my best with what little free time I have.
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Ryusui
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« Reply #1 on: May 07, 2007, 01:14:45 am » |
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The easy way to do it is make a placeholder file, copy your graphics data to it and work your magic.
The nice thing about TM is that you can do all this from within the program. (Just make sure 1. the file you make is big enough and 2. you switch to an appropriate graphics mode.)
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sb iq
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« Reply #2 on: May 07, 2007, 01:36:53 am » |
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I think maybe later this week I can figure out the exact beginning and ending hex addresses of the textures I want to change and save them to a new file. The nice thing about TM is that you can do all this from within the program. (Just make sure 1. the file you make is big enough and 2. you switch to an appropriate graphics mode.)
How exactly do I do this in the program (changing the colors I mean)?
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Ryusui
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« Reply #3 on: May 07, 2007, 02:22:27 am » |
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Step 1. Open the file you want to do your magic color replace work on, and scroll down to the stuff you wanna tamper with. ^_^
Step 2. Go to File/New, and say hello to one of Tile Molester's nicest features. Type in a big number like...80000 or thereabouts. That's the size of the file it's gonna make.
Step 3. With your new file's window selected, choose an appropriate codec. Tile Molester does all the up-and-downconverting for you, so you might want to use a codec with a higher bitdepth than your source material: this is very handy for color replace work (you can use a placeholder color so you can swap colors easily).
Step 4. Copy the graphics data you want to mess with to the new file window.
Step 5. Let the magic begin! The tool you want is Tile Molester's "Color Replacer": that's second-from-the-bottom on the right-hand side (below "Flood Fill", above "Mover" and to the right of "Shift Up"). Select the color you want to replace X color with from the palette, then click on a pixel of the color you want to replace. Any color.
SHAZAM!
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danke
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« Reply #4 on: May 07, 2007, 10:52:59 am » |
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Or you can use YY-CHR editor, which has a color-replace feature built in... Second to last button.
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sb iq
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« Reply #5 on: May 08, 2007, 12:00:52 am » |
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Hmmm, I guess it was too late at night when I made my initial post and I was too sleepy to mention something.
In my example, I want all the pixels that are colored blue to become red.
However....
....I want all the red pixels to remain red and not turn blue.
Can TM do that?
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Dragonsbrethren
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« Reply #6 on: May 08, 2007, 12:15:38 am » |
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Not sure, but YY-CHR can.
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sb iq
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« Reply #7 on: May 08, 2007, 12:34:54 am » |
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I've never heard of this YY-CHR before. Does it support editing PSX games? The beginner's text document I read on PSX hacking mentioned TM, so I didn't know if other editors can edit PSX games.
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creaothceann
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« Reply #8 on: May 08, 2007, 07:37:24 am » |
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In my example, I want all the pixels that are colored blue to become red.
However....
....I want all the red pixels to remain red and not turn blue.
Can TM do that?
Just change the blue pixels to an unused color, the reds to blue and the (previously) unused color pixels to red.
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sb iq
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« Reply #9 on: May 08, 2007, 11:23:39 pm » |
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But what would be the case if all the colors were used?
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Ryusui
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« Reply #10 on: May 08, 2007, 11:26:51 pm » |
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I already explained it. Make a placeholder file big enough to hold your graphics data (as I already said, you can do this within Tile Molestor), set its codec to a higher bitdepth than the one you're using, copy your graphics data to the placeholder, and then pull your color switcheroo. I've done it before.
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sb iq
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« Reply #11 on: May 10, 2007, 12:14:33 am » |
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Gah! I've run into a problem. The graphics mode I use to view my textures is 8bpp linear. However, in TM, all the other graphics modes higher than that have the same set of colors as 8bpp linear. Any help would be greatly appreciated.
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« Last Edit: May 10, 2007, 12:25:16 am by sb iq »
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Kajitani-Eizan
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« Reply #12 on: May 10, 2007, 06:07:35 am » |
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um... so change one of them. you probably want to change a color towards the bottom/end of the color palette, just to make sure.
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sb iq
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« Reply #13 on: June 16, 2007, 02:08:33 pm » |
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Sorry to bump this up, but I thought it would be better to reply to this rather than making a new topic and cluttering up the board.
My new question is:
Is there a way to add text to an image in TM much in the same way that you can add text to an image in MS Paint?
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Spikeman
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« Reply #14 on: June 16, 2007, 07:05:38 pm » |
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No, the closest thing to that you can do is "Copy to" a PNG, open that in paint and add the text then "Paste from" the modified image.
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