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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - BgMapper woes... | |
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The Kirby

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Posted on 08-19-05 04:09 AM Link | Quote
I've been working with BgMapper and have been ripping graphics from other games. Unfortunately, the images it exports don't convert very well into SNES format. That is, a lot of the base colors get switched around or merged in the process of copying the BMP into a tile editor. Is there a program that extracts the graphics straight into SNES format rather than BMP? Or is there a better way of doing it?
Keikonium
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Posted on 08-19-05 06:14 AM Link | Quote
Extract the VRAM graphics using BGMapper (I will assume you know how to do that) and open them up in MSPaint (or another graphics editor if you want. I find MSPaint easier). Now just highlight what you want and CTRL + V. Then paste in YY-Chr.

If thats what you have been doing, it shouldn't create any problems. If it does then you must be doing something differently.
The Kirby

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Posted on 08-19-05 06:28 AM Link | Quote
Actually, that's exactly what I did. The base colors switch around in the Copy + Paste conversion. It differs depending on the palette of the BMP. It just boggles me to no end.
Keikonium
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Posted on 08-19-05 06:31 AM Link | Quote
Oh, did you assign the game palette while in BGMapper?

Open the savestate in BGM, and press ESC. Now go to graphics. Press, 1, 2, 3, 4, 5, 6, 7, 8, and 9. This will make everything "game paletted". Now press 0 and it will pop up to extract the VRAM. Extract. Now everything should be normal.

Also, just so you know, the palette will look incorrect in YY-chr if you dont import the savestate palette, which you don't really need to do. When you get it in your game, you can make the palette from there.

Is it the palette in the VRAM that looks wrong? If so pressing those numbers I mentioned above will fix that.
The Kirby

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Posted on 08-19-05 06:45 AM Link | Quote
Well, it's not the "colors" that's incorrect, per se, it's how they're represented in the game that's incorrect.

This isn't a problem with the VRAM image, it's in YY-CHR. Let's say, for example, I were to take the graphics of the koopa from the factory in Super Mario Odyssey and replace the original koopas with them. Well, the VRAM image would contain the SMO koopas and I would have to Copy + Paste them into YY-CHR. I export the level palette from SMO so they'll be the right color in the game. However, the colors aren't in the right places. For example, their helmets will be yellow instead of grey and so forth. The graphics use the right colors, it's just that the colors are in the wrong places of the graphics. They're all scrambled in different places.
Keikonium
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Posted on 08-19-05 07:14 AM Link | Quote
Well, if the graphics and palette are imported directly from SMO, then there are only 2 things that I can think of that are the problem:

1. The palette row is incorrect. In smo it might use row B, but in your game it might use row A. This would result in miscolored palettes. It can be fixed by changing the palette of row A to be the same as B.

2. BMF used some palette hacking and you can't rip the sprites and have them show up correctly in other games.

If its neither of these, then I have NO clue, sorry.

Plus you shouldn't rip from BMF or others hacks anyway.
The Kirby

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Posted on 08-19-05 07:22 AM Link | Quote
Originally posted by Keikonium
Plus you shouldn't rip from BMF or others hacks anyway.hr>


I knew you were going to say that. I was using it as an example, as the graphics are from the same game engine, thus, thought they would be easier to rip. I had no intention of using them in any of my hacks. Just so I can learn how to do it right, blast it!

I'll try with another game (SMB3) and see how that works.
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