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Author Topic: n00b question about Tile Molester.  (Read 1078 times)
sb iq
Guest
« Reply #15 on: June 16, 2007, 10:31:16 pm »

Back to my original question, I realized something frustrating....

TM only changed the colors of the pixels that I am currently viewing in the window, but not all the pixels in the file. This really annoys me, because that still means I need to go through the whole file and pretty much change every pixel I want changed, because TM apparently only changes the pixels that I am viewing in the window.

Is there a way to make it change all the pixels in the file?
Spikeman
Guest
« Reply #16 on: June 16, 2007, 11:01:06 pm »

That would be bad, you'd probably end up corrupting the ROM.

You can make a bigger window...
sb iq
Guest
« Reply #17 on: June 16, 2007, 11:24:03 pm »

Oh, but I ripped out all the textures and saved them to a separate file, lol. When I'm done I reinsert it into the original file via a hex editor.

But the problem being, it doesn't change all the pixels in that separate file.

Also, this is a PSX game. Is it even possible to do this with TM on a PSX game? Does TM have the right codecs? So far I seem to be having no luck.
« Last Edit: June 16, 2007, 11:30:58 pm by sb iq »
sb iq
Guest
« Reply #18 on: August 05, 2007, 05:19:44 pm »

Sorry to bump this up, but I have a new question.

Is there a way of finding out how large a selection is in terms of bytes? This is so when I select a large chunk of data and want to put all of it into a new file, I know exactly how many bytes to specify when I create the new file in TM.

The problem is that I don't want any extra zeros in my new file, that is why I want to determine the exact number of bytes in the selection I want to copy and paste (the bottom part of my selection is all black, so if I just deleted all the zeros at the end I would end up deleting the black space I needed).
« Last Edit: August 05, 2007, 09:37:15 pm by sb iq »
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