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Author Topic: Losing color information when importing image into tile editor  (Read 2 times)
Kagemusha
Guest
« on: August 02, 2009, 08:27:41 pm »

Okay this is a problem that I've been having for a while, but have been able to deal with until now. So let's say I take a screenshot of a title screen, open it up in paint and edit to be in english then change the format from PNG to a 16 color BMP. Now when I import it to a tile editor it loses part of the color information that I happen to need. For the particular game I'm working on, there's supposed to be four different colors, but the imported image only shows three. Anyone know why this is happening? I can't figure it out.
creaothceann
Guest
« Reply #1 on: August 02, 2009, 09:55:25 pm »

If you use the Windows clipboard to make a screenshot, you lose the palette. Paint doesn't allow much control of the palette either.

Dump the graphics directly from the emulator or a savestate, and use PaintShop Pro (version 4 is already sufficient) or a similar tool to edit the screen.
tomaitheous
Guest
« Reply #2 on: August 03, 2009, 10:26:07 pm »

Quote from: Pennywise on August 02, 2009, 08:27:41 pm
Okay this is a problem that I've been having for a while, but have been able to deal with until now. So let's say I take a screenshot of a title screen, open it up in paint and edit to be in english then change the format from PNG to a 16 color BMP. Now when I import it to a tile editor it loses part of the color information that I happen to need. For the particular game I'm working on, there's supposed to be four different colors, but the imported image only shows three. Anyone know why this is happening? I can't figure it out.

 I'm guessing you have a palette setup in the tile editor already? And when you import the 16 color image into the editor, some/all colors are misaligned? Which tile editor?
Gideon Zhi
Guest
« Reply #3 on: August 03, 2009, 11:55:11 pm »

You're using TLP, aren't you. I used to know how to get around this; basically, it involves extracting the image as a bitmap, saving a copy of palette - one with ALL of TLP's original information, editable in a text editor, then making a copy of THAT and replacing all of the "extra" infromation with zeroes. Increase the number of colors up to whatever you need to edit, then when you're done convert back down and import the edited palette, telling your image editor to match closest colors. THEN import the original palette and tell the editor to maintain color indexes. You should be able to re-import back into TLP cleanly.
KingMike
Guest
« Reply #4 on: August 04, 2009, 08:24:30 am »

Sounds like more work than just setting up FEIDIAN. Smiley
Kagemusha
Guest
« Reply #5 on: August 04, 2009, 05:25:00 pm »

That sounds like a lot of work Gid. I've never really liked inserting new graphics, but I just kind of did what worked best for me, which was take a screenshot in FCEU, give the screenshot to whoever will edit the image, then take that image and convert to BMP and insert BMP into the ROM. Usually the colors would be mixed up, which was an easy fix most of the time. I guess this is result of losing the palette data. Anyway, I generally use TLP, but I've been trying to get away from that and use YYCHR. I guess my main problem would be how to get an image that keeps the palette data intact.
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