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09-28-24 03:32 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Adjusting ripped GFX palettes
  
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S.N.N.
Posts: 754/2028
@Sukasa: I think I follow you. Are you saying to change the tiles in the MAP16 page to different rows, or move the tiles themselves to different MAP16 pages? Or neither ..

@Xeruss: I was thinking of that, but as you said, it would require a lot more work.

I'll give a shot at both ways for now....perhaps I'll post a screenshot of what I've done later thanks guys
Xeruss
Posts: 238/309
Acctually the best way to go is to recolor a majority of the tiles with YY-CHR or whatever tile editor you prefer, it requires more work but it has a better payoff when you don't end up with an awkward pallette...
Sukasa
Posts: 823/2068
Yes, you could do that. Then just change the MAP16 of whatever tile you want to change colours on to that new palette rouw, and then tweak the colours for that palette.
S.N.N.
Posts: 744/2028
I've decided it's time to give back what was given to me throughout the past 10 months. I ripped a lot of FGs (too many BGs already, people need FG ) and would like to share them with everyone, but something is standing in my way.

Palettes. I was playing around with my first rip, which is the Yoshi's Island castle FG + all the standard tiles (platforms, blocks, the poundable poles, pipes, etc.) Problem is, as soon as I go to change the palettes of, oh, say, the pipe (to green), the castle tiles will also change to green - which I don't want them to.

My main question is - can I split these two/more palettes up, so by changing one tile, I won't change the other 15?

Thanks
Acmlm's Board - I3 Archive - SMW Hacking - Adjusting ripped GFX palettes


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