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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 - This is not a VGA 16 color PCX mode file. | |
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Keikonium
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Posted on 07-18-04 04:56 AM Link | Quote
I am trying to get this picture into my game using Pic to SNES.


I have read the guide on the M16-7k, telling you how to do this.

This is what VGA means (I looked it up):

Abbreviation of video graphics array, a graphics display system for PCs developed by IBM. VGA has become one of the de facto standards for PCs. In text mode, VGA systems provide a resolution of 720 by 400 pixels. In graphics mode, the resolution is either 640 by 480 (with 16 colors) or 320 by 200 (with 256 colors). The total palette of colors is 262,144.


Now in the guide on M16-7k it says that the picture needs to be 256x256 pixels. In the above paragraph it says otherwise. I know the above picture is PNG, but I converted it to 16 color PCX using Irfanview, and PSP 8. Nether one worked out. Am I doing something wrong?


(edited by Keikonium on 07-17-04 08:02 PM)
Xkeeper
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Posted on 07-18-04 06:59 PM Link | Quote
What did the PCX look like? Because I can tell you there's no way in hell you're getting that in 16 colors.
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Posted on 07-18-04 07:22 PM Link | Quote
Originally posted by Xkeeper
What did the PCX look like? Because I can tell you there's no way in hell you're getting that in 16 colors.


There is a way though, multiple ways even. And the result wasn't all that bad either, I used two different ways. Error Diffusion and Nearest Colour, where Error Diffusion gave the best.
Dish

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Posted on 07-18-04 09:05 PM Link | Quote
Originally posted by Coby

There is a way though, multiple ways even. And the result wasn't all that bad either, I used two different ways. Error Diffusion and Nearest Colour, where Error Diffusion gave the best.


I was thinking multiple layers.

The foreground image with the tree stumps doesn't look like it's using that many colors. And the foreground image with the leaves doesn't look like it uses over 16 colors (or at least it could be cut down to 16 without looking much worse). You could try splitting the bg into seperate layers... each with like 15 colors (and 1 transparent). Say like one layer has the 'greens' and another layer has the 'blues' and another has the reds or browns (SNES has 5 layers, no?)

That combined with some diffusion to cut the color count down some might produce something nice... but it definatly won't look as nice as the original pic. And it would pretty much use all your bg space ;P
Smallhacker

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Posted on 07-18-04 09:11 PM Link | Quote
Originally posted by Disch
(SNES has 5 layers, no?)

Layer 1: Often used as foreground
Layer 2: Often used as background
Layer 3: Often used for special effects - Only supports 2 bpp mode (Gameboy GFX)
Layer 4: Can only be used if layer 1-4 uses 2bpp mode (Gameboy GFX)
Layer 5: Sprites
BlackDays

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Posted on 07-18-04 10:01 PM Link | Quote
Have you tried converting it to a GIF? If that didn't work (it probably wouldn't, I never could get it to...) use PSP 3.11.

I know its a buggy and ugly version of that program, but you can save just about ANYTHING to a PCX file (make sure to convert it to 16-colors first...) and have it work with pic2snes. I have a whole bunch of success with that program... sadly its a 30-day trial, but I'm sure there are ways to get around that.

Download Link for PSP 3.11
Keikonium
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Posted on 07-19-04 01:06 AM Link | Quote
Its very eaisy to get around trials, as long as you do it befor the trial has ended. Anyway, that link is broken, but I found another link. I would upload a PCX but freewebs doesn't sccept them for some reason. I have tried converting to a gif, but pic2snes always says that its not a gif so thats why I am going for a pcx.

edit: I have gotten it to work!!!!! the only thing, when I get my picture into LM, save the BG, FG map16 data, then exit and come back to the level, the picture is gone!! How do I keep the picture there?


(edited by Keikonium on 07-18-04 04:30 PM)
BlackDays

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Posted on 07-19-04 11:09 AM Link | Quote
Well, you have to use Shift+F9 on the 8x8 tile editor.

After you do that, you have to reload the level, then re-insert the ExGFX.

This tool is the greatest feature on LM, in my opinion.
Keikonium
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Posted on 07-20-04 02:04 AM Link | Quote
Originally posted by BlackDays
Well, you have to use Shift+F9 on the 8x8 tile editor.

After you do that, you have to reload the level, then re-insert the ExGFX.

This tool is the greatest feature on LM, in my opinion.


Thtas what I wasn't doing! Thanks black days
blackhole89

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Posted on 07-20-04 02:10 AM Link | Quote
I can't seriously imagine these BGs looking good with 16 colours for everything together... you'd have to split that into tiles before downmixing it if you want to get something got out of that, imho.
Keikonium
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Posted on 07-20-04 02:14 AM Link | Quote
It looks fine with 256 color and pixely with 16 color. However in LM is looks terrible. Thats why I am going to use BG1, FG1, FG2 for this BG. The only problem I have, is I don't know how I could possibly do this! I could use 2 (BG1, and FG1 for example) but I don't know how I could use 3. Anyone know? Thnaks.
blackhole89

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Posted on 07-20-04 05:10 PM Link | Quote
what are you talking about?
*doesn't understand anything*
Do you want to use many SNES PPU layers for this BG? (Utter madness!) Or many Supergfx Bypass Slots from LM? (No problem, at all, but has nothing to do with palettes / colour count, imo) In your place, I'd just use more than one palette row for the BG. Just watch for the status bar palette (colours 8..B of palette rows 0 and 1).
Keikonium
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Posted on 07-20-04 07:09 PM Link | Quote
Nvm what I said, Its just something I do if I need more space for something. Anway how do I use more rows of palette for the bg? Will I still only have this BG in Slot BG1?

Will this mean I can have 32 colors (16x2 for two palette rows?)?
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