Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Question about working with Super metroid sprites | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
MadMikeXP

Red Paratroopa
Level: 21

Posts: 2/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 01:25 AM Link | Quote
I have a question to ask you guys I work with alot of snes sprites and gameboy advance sprites and I was wondering if it is possible to import your custom sprites into a game say, for example Mario can shoot fire balls but instead of that you give him a recolor and make him throw snowballs instead, or Samus Gravity suit could be redone into flaming hot color and have her shoot little pellets of fire from her arm cannon. If anybody understands what I'm talking about is there a program that could do this sort of thing or is it impossible at the moment ?

Thanks

p.s.
I'm not talking about tile editors
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

Posts: 591/2214
EXP: 2457091
For next: 4760

Since: 04-25-04
From: Spanaway, WA

Since last post: 1 day
Last activity: 13 hours
Posted on 09-01-04 01:42 AM Link | Quote
Sprite palettes. Easy. First you...

...okay, maybe it's not so easy. You need to learn some hex editing to internally change the sprite colors. If you wanted to make a Fire Samus, what I'd do is find the hex values that stand for her palette, change 'em, then go into a tile editor and change the rockets to fireballs. Then I'd change the rocket colors again by hex editing to make 'em red and yellow (like fireballs should).

However, I have no clue how palettes work with hex editing. All I know how to work hex editors is change in-game text. However, I know a certain someone who knows tons about hex editing.

Kagerato tried to teach me palette hex editing, but it didn't go so well. I bet you'd understand better than I did. --Schwa
MadMikeXP

Red Paratroopa
Level: 21

Posts: 3/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 02:57 AM Link | Quote
If I change the colors hex edtiting it work out pretty well but lets say for example, I work with samus's suit I change her color to look very awsome but the thing is when you are working with hex editing you are limited to certain amount of colors.
1. Samus Varia armor is organge and underneath the armor shows the power suit. If you look at my picture under my user name you can see that I use six colors and combined into one whole color and got that out put. also I call the sprite Hypersamus. also there would be no way to important customized graphics is there ?

Also if you want to know how I did that design it was very simple, open PSP7 or 8 point to adjust> colorize> click it once turn the colorization option all the way down to zero> after you see it turned it to grey press ok> click on the paint can option and change the settings to overlay and none> pick out a combined gradient
color position the can over the sprite and click it once and you have a custom new color gradient over a sprite! on a side note zoom in on the sprite and use the selection tool to select different parts of the sprite to make better improvements

but anyway if there is hex editing program or someone could point me in the right direction that would be real good
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

Posts: 598/2214
EXP: 2457091
For next: 4760

Since: 04-25-04
From: Spanaway, WA

Since last post: 1 day
Last activity: 13 hours
Posted on 09-01-04 05:48 AM Link | Quote
Actually your sprite looks like a GBA sprite. I was talking about an NES sprite. Are we on the same page or what? The only hacks I produce are NES, and even then I don't import graphics or anything like that. I don't know how to edit hex values for other types of games...

This makes me a noob in one department and advanced in another. How depressing... stuck between 2 worlds... I don't think I can help you any further. Get Kagerato on your side though, and you'll sail like a shooting star.

--Schwa
MadMikeXP

Red Paratroopa
Level: 21

Posts: 4/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 06:53 AM Link | Quote
Schwa if you see kagerato would you please tell send me or personal message or email ? that way if he gets wind of the this post he might be able to teach me about hex edtiting and advanced techniques of spriting also if you look real hard at the sprite that I made you can tell it came from super metroid not fusion or zero mission.

p.s.

I do not feel like messin with any NES stuff I would probably would get bored with it easily. I prefer the second generation of consoles dated from 1990-1996 the SNES !
Kagerato

Goomba
Level: 9

Posts: 16/25
EXP: 2655
For next: 507

Since: 08-08-04

Since last post: 382 days
Last activity: 29 days
Posted on 09-02-04 04:14 PM Link | Quote
The SNES, unlike the NES, does not have a fixed palette.

Comparison:

NES : Fixed 64-color palette. Some colors are identical, and quite a few are also unused. The PPU has a section of its RAM devoted to selecting 32 of the 64 colors. That area can be split into 16 image palette indexes and 16 sprite indexes. The data there is simply references to the overall palette.

The only way to change the NES palette is to cheat, essentially. Certain NES emulators are capable of loading modified palettes (generally *.pal files) and using their data in place of the internal, NES-accurate palette.

SNES : Variable 256 color palette. Each color is represented by 15 bits in a BGR (yes, it's backwards) format. The colors are packed inside a 16-bit value (a standard SNES word) with the most significant bit left off/zero and then are stored inside CGRAM [a section of the PPU's RAM].

Most of the time, the latter 128 colors are used for sprites and the former 128 colors are used for background and foreground tiles making up the levels, overlays, et cetera. However, the SNES has different display modes which can provide tiles (not sprites) with access to all 256 colors (if the programmer should so choose to use such a mode).

SNES sprites and tiles are often stored in a 4 bpp (bit per pixel) format. The maximum number of colors, therefore, used per tile is often 16. It can be less, but super metroid uses 4 bpp for the majority of the graphics where such a bit depth is useful.

The ugly-ass rainbow samus you have devised is fairly feasible, but would require a good deal of toying around with both samus' tile definitions and the section of the sprite palette used for samus.
MadMikeXP

Red Paratroopa
Level: 21

Posts: 6/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-03-04 06:30 AM Link | Quote
[SNES : Variable 256 color palette. Each color is represented by 15 bits in a BGR (yes, it's backwards) format. The colors are packed inside a 16-bit value (a standard SNES word) with the most significant bit left off/zero and then are stored inside CGRAM [a section of the PPU's RAM].

Most of the time, the latter 128 colors are used for sprites and the former 128 colors are used for background and foreground tiles making up the levels, overlays, et cetera. However, the SNES has different display modes which can provide tiles (not sprites) with access to all 256 colors (if the programmer should so choose to use such a mode).

SNES sprites and tiles are often stored in a 4 bpp (bit per pixel) format. The maximum number of colors, therefore, used per tile is often 16. It can be less, but super metroid uses 4 bpp for the majority of the graphics where such a bit depth is useful.

The ugly-ass rainbow samus you have devised is fairly feasible, but would require a good deal of toying around with both samus' tile definitions and the section of the sprite palette used for samus]

Ok I think I understand what your telling me I've got a questiof for you is there tile editor or palette editor that would allow me to change the color of sprites or tiles ?

also don't insult my work that ugly ass sprite as you so call it took sometime and effort to make if you have any sprites that looks better than mine show it to me and the others, or keep your crazy ass quiet and don't insult people when they are just now starting off in hacking roms or experts at hacking roms or making and designing graphics!
Kagerato

Goomba
Level: 9

Posts: 17/25
EXP: 2655
For next: 507

Since: 08-08-04

Since last post: 382 days
Last activity: 29 days
Posted on 09-03-04 11:23 PM Link | Quote
It's an extremely poor idea to insult people who are even attempting to help you.

My opinion of your work is irrelevant. I can state it or not state it, and it should have no effect on anything else you do. If it does, you need to reconsider what you're doing.

People who interpret hard feelings towards their creations as harsh feelings towards themselves are shallow and limited. It is entirely possible to hate someone's creation and be indifferent towards the person.

Additionally, I neither implied nor stated that you were an expert in color choice or sprite creation. If I implied anything, it would have to be quite the opposite.

Neither did I state or imply that I had a better set of colors available, even though it would not take me long to procure such a palette. Whether I do, unfortunately, is still entirely irrelevant. Criticism does not require the critic to provide better work in place of the criticized piece. There is never a need or justification for that when numerous examples of superior work exist.

When you quote someone, please do it correctly. Otherwise they are forced to figure out where your post begins and where it ends.

Samus' sprites are entirely uncompressed in the ROM. Any and all tile editors (there are plenty) which modify 4 bpp are capable of changing the indexes which determine the colors selected for samus. As mentioned, the 4 bpp format has the limitation of 16 colors. The whole sprite, split into numerous pieces, is stored in the format. Therefore the sprite uses only 16 colors as a whole.

Editing the sprite palette is preferable. I am not aware of the location of the sprite palettes. If they're used in similar form to the background/foreground tile palettes, they will be compressed. The compression used can be reversed using Lunar Compress. Likewise, the same library will be needed for compressing the data before returning it to the ROM (if indeed the sprite palettes are compressed).

Beware. If any of samus' colors are used for other sprites, they will be equally affected by any change.
MadMikeXP

Red Paratroopa
Level: 21

Posts: 7/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-04-04 02:12 AM Link | Quote
Look Kagerato..... I'm not trying to start any fights or insults lets just drop the last two posts from us as nothing and try to get along but you when said that my sprite was ugly ass that really struct a nerve because I try not to criticize people work's or judge them just try to watch what you say alright ? and if I did insult you I'm going to be a man about it and say I'm sorry.

MadMikeXP
p.s.
no hard feelings
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Question about working with Super metroid sprites | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.004 seconds.