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Author Topic: Tile Molester Issues/Questions  (Read 237 times)
InVerse
Guest
« on: January 05, 2008, 01:54:51 am »

I'm working on a Neo Geo Pocket Color game and have run into an odd issue...

Here is the game's font as displayed in Tile Layer Pro, using Neo Geo Pocket Color mode:




Nice and lined up, easily edited. (In fact, I've already inserted a full English font, as well as some squishy text tiles for menus. I'm just using the original Japanese ROM to more clearly display what I'm talking about.)


Now, here is the same ROM loaded in Tile Molester, using 2bpp linear mode:



I presume the problem is obvious. I've tried adjusting the alignment with the +/- keys, to no avail.


However.... If I switch to 2bpp linear reverse, I get this:



Nice and lined up, but backwards, as one might expect from using the reverse format. (I've tried playing with the Mirror and Flip options, they do the entire block, not just individual tiles. Other codecs don't work at all.)


This isn't a huge deal, because I don't mind working with Tile Layer Pro, but I'm curious as to why Tile Molester can't display the font properly. Is it something to do with the settings I'm feeding it or is there a bug in the application?



My other question is far more generic. By playing around with the block size settings, I can usually get the graphics in the necessary order in most games. Is there some way to figure out what the height & width should be set to in TM in order to align things properly or is trial and error the only way?
sb iq
Guest
« Reply #1 on: January 05, 2008, 02:12:55 am »

Quote from: InVerse on January 05, 2008, 01:54:51 am


I presume the problem is obvious. I've tried adjusting the alignment with the +/- keys, to no avail.

Did you try going to Navigate --> Go To Offset, and then jumping ahead byte by byte until it lines up?

EDIT: I had a similar problem trying to align the textures in the PSX Tomb Raider games.

First write down the hex address where you can find those texures.

Then, press the Shift Right button (and keep count of how many shifts you make) until it aligns to the way you want it to, but do not save! Tile Molester screws up data after you shift stuff. Just close the window without saving.

Now, take the hex address you wrote down earlier, convert it into a decimal number, and subtract how many shifts you made from that decimal number, and convert this new number into hexadecimal and write it down somewhere. This is the hex address where the textures you want begin.

Open your file, choose your graphics settings, and go to Navigate --> Go To Offset and go to that new hex address you calculated, and then Navigate --> Add To Bookmarks... and the rest should be easy to figure out.

2ND EDIT: The graphics I was dealing with were 8bpp linear. I am not sure if this method I devised works for 2bpp linear mode.
« Last Edit: January 05, 2008, 02:38:03 am by sb iq »
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