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05-16-24 07:29 AM
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Acmlm's Board - I3 Archive - ROM Hacking - whats ur method of editing sprites?
  
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fetts
Posts: 21/26
well i found it finally. I dont know how i missed it on my first go around. I must have put in the wrong hex value somewhere or something.
kuja killer
Posts: 44/104
Well i just showed you...look at that screenshot ...and follow it the way I did...
If you still can't do it...
then i don't know what else to tell ya.
sorry, just trying to help
fetts
Posts: 20/26
yea. I went and searched for the hex code for the pallette i wanted to change but i couldnt find it for some reason.
kuja killer
Posts: 43/104
Originally posted by fetts
since we're on the subject of sprites, i have a pallet problem. I wanna change the Floating scarf in the beginning of Mega Man 5. I do a hex search for the colors and change all i can find. However, that damn scarf always stay the same. I dont think its compressed for i can see the scarf tiles when i open the name box or whatever its called. Any suggestions?



It's seriously not that hard to do palette changes. did you even take my advice from the first time when you wanted to know how to change title screen or stage select colors or whatever? ...it's the same way.

First you look in the NES hex editing mode around $600-$620.
Freeze the screen or pause it or something on the screen you want to change colors for, and look at the values you see. If they match what's in the PPU viewer, then copy some of them and search for them in ROM mode in the hex editor in FCEUXD

There's 2 seperate scarfs during that opening movie sequence. The first is for when protoman is standing on the ground.
Here:
http://www.alienaa.com/members/108/scarf1.PNG
It's the top 2 red numbers that you'll change for that.

The bottom 2 red numbers is for the scarf that megaman holds in his hand.
fetts
Posts: 19/26
since we're on the subject of sprites, i have a pallet problem. I wanna change the Floating scarf in the beginning of Mega Man 5. I do a hex search for the colors and change all i can find. However, that damn scarf always stay the same. I dont think its compressed for i can see the scarf tiles when i open the name box or whatever its called. Any suggestions?
bluerum
Posts: 10/22
yeah, i use it for a couple of things... i been able to make the complete transition yet though
Dragonsbrethren
Posts: 98/442
You should upgrade to YY-CHR, as I said above it has a few different ordering styles for the tiles, which makes editing some graphics (Mostly sprites) a lot easier.
bluerum
Posts: 9/22
heh, and i thought i did it the hard way...

the most efficient way i use is to open the rom in TLP and arrange the tiles in a structure that is present in the game and work on them that way, then check it out and edit your palettes through hex accordingly.
fetts
Posts: 16/26
when u say long way, what do u mean? the only way i know of is to use nestical, edit a sprite, see what it changed, and write it down or somehitng and move on. Then, using what you know now, edit them to ur hearts content.
Dragonsbrethren
Posts: 94/442
That's another thing, it won't work with most of the graphics in the Mega Man games, but YY-CHR supports ordering the graphics in many ways, including the ever popular FC/NES x8, which is used by just about every NES RPG out there.
Metal Knuckles
Posts: 113/412
Well, I'm a cheap bastard. I use utilities just for the simplicity, though TLP is the favorite for any extensive graphics work. SonikSprite and Hyrule Magic lead the front of said parade.
bluerum
Posts: 7/22
Originally posted by kuja killer
I just do it the hard way.


yeah thats pretty much how i do it
Dragonsbrethren
Posts: 91/442
I figured that's how it worked, I was just too lazy to actually look into it.
fetts
Posts: 15/26
I found how to make an adf file here http://forum.captainn.net/cgi-bin/YaBB.pl?num=1079487130/25#25
but i dont really understand it.
Dragonsbrethren
Posts: 85/442
YY-CHR has .adf files that tell it to show the graphics in certain positions in the editor, one is included for SMB1, but I don't know how you actually make one. They're pretty cool, it makes editing SMB1 a lot easier.
The Kins
Posts: 99/352
Originally posted by fetts
does YY_CHR have anything like that?


Yeah, copy-and-pasting directly do and from a graphics editing program
kuja killer
Posts: 41/104
I don't bother to put mine all in a order then back together. I just do it the hard way.
But I don't really edit sprites though. Just level maps other main graphics.
fetts
Posts: 14/26
Im just curiuos as to how other people mess around with their sprites. Im working on mm5 and the only way i see is to (for this example we will use mega man) number each tile 1 - 30 (random number, i dont remember how high it really goes), copy them to a new window, rearagne them in a puzzle like manner until it looks right, edit away, and then redistribute the tiles in numeratic order. With TLP you can open a side window and line ur sprites up without worrying about putting the tiles back. does YY_CHR have anything like that?

Anyway, just wondering how u all do it.
Acmlm's Board - I3 Archive - ROM Hacking - whats ur method of editing sprites?


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