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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Editing the GFX for Zelda 1 (NES)
  
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Knuckles T15X
Posts: 52/134
*Knuckles T15X points above, since the + and - trick fixed my problem

And I used the Windows version. To me, it blows. *people gasp*
Ice Ranger
Posts: 19/183
Are you using the Windows version? Because the DOS version is horrible. Hmm... could you post a link (or just what version) to the YY-CHR you're using? I'll check it out and see what I can figure out.
Knuckles T15X
Posts: 50/134
I've tried TLP, and I was very dissappointed with it. I really did not like TLP. This is why I only use YY-CHR. So, if you can make the interface of TLP be just like YY-CHR, and make it more flexible than what I've heard, maybe I'll pick it up.
EDIT: The + and - trick works. Thanks! I'm done here. =)
Elric
Posts: 95/687
Since everyone else already told you about the lining up deal, I will instead tell you this:

When you go to replace Zelda's sprite, be aware that there's only 1/2 a sprite for her. The game just mirrors that 1/2 sprite to make a whole one, so make sure that the image you use for Zelda will look right when it's mirrored...
Jigglysaint
Posts: 13/215
Usually the tile editors reference tiles by a certain amount. Sometimes, tiles are stored between this amount, and you need to shift it manually.
Weasel
Posts: 237/454
Yeah, there should be some control to move the tiles by a single row of pixels. That's how I did it when I replaced link's graphics
Ice Ranger
Posts: 16/183
Go ahead and get TLP (Tile Layer Pro) if you can't figure it out or it isn't the same on YY-CHR. I'm not sure about YY-CHR, but you press the + and - buttons to move the tiles up and down so they look right.
Thanks to redrum for telling me this.
Knuckles T15X
Posts: 49/134
Yesterday, I tried to replace the sprites in Zelda 1 with the sprites from Link's Awakening and the Oracle games. Problem is, when I looked at the sprites in YY-CHR, they had some sort of... compression... basically, the sprites, in 16 x 16 blocks, had the top row of pixels removed and were placed on the bottom. Makes things a triffle difficulty, eh? Anyone know how to get around this with YY-CHR (since I don't use TLP)?
Acmlm's Board - I2 Archive - Rom Hacking - Editing the GFX for Zelda 1 (NES)


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