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Author Topic: working with 256 color screens in tile molester  (Read 553 times)
der Warst
Guest
« on: June 11, 2007, 03:43:21 am »

Hello,

I have a Problem with Tile Molester which I am not able to solve on my own.
I want to edit an 8bpp composite (SNES) screen by either pasting from a BMP or painting directly in Tile Molester. And I've noticed a strange thing: Somehow, it seems to support the display of 256 color pictures, but when I want to edit them, I am restricted to the first 16 or 32 colors of the palette.

I've made a few screenshots to demonstrate the problem:

first the imported picture (not placed yet):


then after placing the picture at he right offset:
(this is what I want it to look like, all colors nicely replaced with the colors of the palette)


But when I continue working on the Rom, suddenly it looks like this:
the picture automatically gets converted to only the first few colors of the palette.
the same thing happens when I paint with the paintbrush tool. Colors in the lower part of the palette display nicely while I paint, but afterwards get wrapped to different ones.


I've already spent hours and hours on it, but still can't figure it out.
Does anyone of you have a solution to this? Is this a Bug? Is there any other tool I could use for this?

Thanks,
Simon
« Last Edit: June 11, 2007, 04:00:42 am by der Warst »
DaMarsMan
Guest
« Reply #1 on: June 11, 2007, 10:09:34 am »

Try converting your picture to 256 colors with xnview before. I don't think your in a 256 color mode either. What is editing mode are you using.
der Warst
Guest
« Reply #2 on: June 11, 2007, 10:37:43 am »

I've tried several different ways of converting pictures to 256 colors and they definately have only that much. I could be wrong, but I got the impression it's not really the format of my pictures that messes things up.
What do you mean with "editing mode"? If you mean the Bitplanes, it's 8bpp composite, just what I would need for working with SNES 256 color pictures. Maybe you got confused by the palette in the pictures, but it is a 256 color palette, only the 256 colors are different shades of red and blue.
creaothceann
Guest
« Reply #3 on: June 11, 2007, 02:42:31 pm »

Are you using only red colors and blue colors, or also colors that have both mixed?

You can reduce the color depth a bit because the SNES can only display 5 bits per color channel - e.g. 32 colors of red + 32 colors of blue.
der Warst
Guest
« Reply #4 on: June 11, 2007, 05:19:30 pm »

Hm, maybe you don't quite get it due to my bad description of what actually is going on... Tongue

There's nothing wrong with the palette, it's a 256 color palette I found in the Rom I'm manipulating. Also, I don't want to import the palette of the picture or something. If the colors switched to the palette from the ROM properly, like in picture 2, It would be perfect. But somehow when I have placed the picture in the rom and move to another offset, it suddenly gets all messy and ugly like in picture 3.

I've searched around for another tile editor which maybe would do the job, but it seems that Tile Molester is the only one that can display 256 color pictures and provides a functionality to import BMP's. Maybe It's just my bad luck that this function is buggy with 256 color pictures...

Does anyone of you know any other means of replacing 256 color pictures in Roms?

This is really annoying. 
creaothceann
Guest
« Reply #5 on: June 11, 2007, 06:01:38 pm »

Methinks you need to export the palette from the ROM, apply it to the picture (e.g. with PaintShop Pro 5 or later), save it as 256-color BMP and import it. Are you doing that?

(Also, could you post the pictures in something different than JPG? Tongue For example PNG, 256 colors, without border...)
tomaitheous
Guest
« Reply #6 on: June 11, 2007, 06:45:57 pm »

Quote from: der Warst on June 11, 2007, 05:19:30 pm
But somehow when I have placed the picture in the rom and move to another offset, it suddenly gets all messy and ugly like in picture 3.

I think I know what you're talking about. I've had something similar happen to me. You copy and paste the group of tiles into the destination file(rom) and then when you mean the slider up or down, the group of tiles that looked fine become messed up - either lost of color and rearrangement of the colors.

 Is that what you mean?
der Warst
Guest
« Reply #7 on: June 11, 2007, 09:32:47 pm »

yeah, exactly! Cheesy
Allright, so I'm not the only one who had this problem. Have you found any way of dealing with this?
Kajitani-Eizan
Guest
« Reply #8 on: June 12, 2007, 04:53:00 pm »

all that means is that it finalized your decision and converted the colors to the colors in the palette of the target file. you're doing something wrong. try reducing to the appropriate number of colors using an external program, make sure your palettes match, then try again.
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