User | Post |
Kuroikaze
Posts: 4/6 |
YY-CHR is very good with pallettes, just load the savestate from ZSNES and scroll through the colorsets when you're on the right bitplane.
I just wished it supported variable tile sizes. |
FloBo
Posts: 71/101 |
Ugh... stupid me. Anyway, thanks for the hint, chickenlump^^
Fixed it. |
Chickenlump
Posts: 666/722 |
Originally posted by FloBo I wrote some tools for palette-finding and editing recently.... You can extract them directly from your rom with them.
Go to www.Digisalt.de -> tools to get them... they'll help you^^
Your url redirects to http://board.acmlm.org/www.Digisalt.de
You need the http:// part in every url you link to here, or this will happen each time.
http://www.Digisalt.de
|
FloBo
Posts: 70/101 |
I wrote some tools for palette-finding and editing recently.... You can extract them directly from your rom with them.
Go to http://www.Digisalt.de -> tools to get them... they'll help you^^ |
creaothceann
Posts: 30/50 |
bgmapper vSNES |
theclaw
Posts: 152/202 |
I know Meka and Visual Boy Advance both have palette viewers. Wonder why nobody thought of it for SNES? I'll keep looking for info, it might benefit much of the hacking community. |
Keikonium
Posts: 1969/-2459 |
You can also save the palette from savestates. I really like using BGMapper for savestate ripping. You can get a sceen snapshot, the VRAM data (uncompressed graphics), and the palette. You simply open your savestate in BGM. Then press ESC on the keyboard and go to graphics in the top left. Then press 1,2,3,4,5,6,7,8,9. It will palette everything to the correct palette of the objects on screen. Now press 0 and follow the instructions. |
theclaw
Posts: 151/202 |
As you know, I was kinda begging for the gfx from a few games. Well, I figured out how to do that with savestates. BUT... Is there any way to obtain the correct palette for said gfx? TLP won't load that part from the ZST files. It just turns everything black or purple. Help! |