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Author Topic: What's the tile editor program that can edit tile 32x8  (Read 544 times)
kenghot
Guest
« on: October 24, 2007, 09:23:24 am »

Hi, all
   Now i use tile molester to edit tile but it can edit only 8x8 pixel per tile. But in psp i've found that it use 32x8 pixels per tile. So, is there a program to use for this case.

Just in case, someone might want to help to setup tile molester for this file.
This is the file that i'm working with .
http://kenghot.com/forum/uploads/kenghot/files/2007-10-24_221911_01532.zip

i've coded a small program to display this file


detail:
Start at offset 0x10
with 4bpp and 32x8 pixels per tile

BR,
Kenghot
« Last Edit: October 24, 2007, 10:24:01 am by kenghot »
Solid One
Guest
« Reply #1 on: October 24, 2007, 09:43:44 am »

i think Tile Molester may be used in it.

but anyway, try YYH-chr too. probably it would work.
DaMarsMan
Guest
« Reply #2 on: October 24, 2007, 09:44:10 am »

TileMolester could support that but you gotta set it up right.
kenghot
Guest
« Reply #3 on: October 24, 2007, 10:19:43 am »

Just in case, someone might want to help to setup tile molester for this file.
This is the file that i'm working with .
http://kenghot.com/forum/uploads/kenghot/files/2007-10-24_221911_01532.zip

i've coded a small program to display this file


detail:
Start at offset 0x10
with 4bpp and 32x8 pixels per tile
DaMarsMan
Guest
« Reply #4 on: October 24, 2007, 11:04:53 am »

You could try FEIDIAN. It could probably do that fairly simply but I always have trouble setting that stuff up.
Nightcrawler
Guest
« Reply #5 on: October 24, 2007, 11:26:15 am »

Quote from: DaMarsMan on October 24, 2007, 11:04:53 am
You could try FEIDIAN. It could probably do that fairly simply but I always have trouble setting that stuff up.

Yes. FEIDIAN could definitely do that. And yes, it's got a learning curve to use it effectively, that's for sure. You'll probably have to look at several examples to catch on. However, it can handle just about anything when it comes to bit plane based fonts.
Gemini
Guest
« Reply #6 on: October 24, 2007, 06:30:52 pm »

First, PSP doesn't use tiles BUT sprites, second, that image is composed of 32x8 blocks, which gets assembled in VRAM as a 12x12 font. Now, if you want to dump and reinsert it correctly you need to code your own program (feidian doesn't support composed images, and so does Tile Molester), but considering you already coded a viewer it shouldn't be much of a problem for you.
creaothceann
Guest
« Reply #7 on: October 25, 2007, 06:22:24 am »

Quote from: Gemini on October 24, 2007, 06:30:52 pm
PSP doesn't use tiles BUT sprites

Huh?
DaMarsMan
Guest
« Reply #8 on: October 25, 2007, 09:11:13 am »

I'm guessing it works like a psx where it sends packet objects to the gpu using a form of DMA. The objects all have designated sizes. They aren't limited to squares or tiles. That's the way most psx games work and I'm guessing that is what Gemini is talking about.
Gemini
Guest
« Reply #9 on: October 25, 2007, 10:39:47 am »

Quote from: DaMarsMan on October 25, 2007, 09:11:13 am
That's the way most psx games work and I'm guessing that is what Gemini is talking about.
Something like that. On the PSP sprites can assume any size, and they are not just limited to 8x8, 8x16, etc images. Also, pixel segments act like bitmaps, so you can't have anything like an image composed of 8x8 small tiles, unless you code a dumb format to rearrange tiled images, but nobody ever bothered to do something that stupid.
« Last Edit: October 25, 2007, 10:47:16 am by Gemini »
creaothceann
Guest
« Reply #10 on: October 25, 2007, 12:33:09 pm »

Ah, I see - thanks for the info.
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