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05-03-24 09:30 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Question about Super metroid graphics and GFX New poll | |
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MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6295 days
Last view: 6293 days
Posted on 01-25-06 10:00 PM Link | Quote
I have 2 questions about super metroid and its GFX:

1. I am just now using smile v0.70 and I was working with the chozo orb which is found in one of the exported GFX files that I did. I know that SM uses 24bits of graphics and I wanted to use a customize orb in my hack but when I put it inside the game and preview it the damn thing comes out the wrong color or solarized, my question is: what does the image resolution needs to be in for the color to be set right in super metroid ? 16,24 or 32 bit and also do I need to have have my images palette match the original ? also I'm using paint shop pro 10 to do my work.

2.I know that super mario world and super metroid are not so closely related but when I imported a customized GFX into SMW in 16bit color the game would try to match its color to the original GFX allowing me to make any adjustments to color if needed, but in super metroid if I import a custom GFX to SM the game just doesn't know which color to set the object color to it will either do this transparent or solarized making it impossible to edit in the game without messing up the colors of other sprites and objects causing it to look fucked up....... is there a solution to this problem ?
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6478 days
Last view: 6478 days
Posted on 01-26-06 03:00 AM Link | Quote
1. 4-bit, ie. 16 colors. Your images must use the original palette, unless you change some palettes / ASM. Note that games can change the palette anytime, even after each scanline.

2. Use less colors.
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