(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-19-24 10:11 AM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Finding RGB Values of Save State colors New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6312 days
Last view: 6299 days
Posted on 10-31-06 09:53 PM Link | Quote
I'm using a SMAS Save State to get SMB3 overworld tiles. Putting them into one of the overworld GFX files is easy, but... Getting the colors is hard. In YY-CHR, you don't get the RGB values (as far as I know), and in TLP, the only color I got was black! Is there a way to see the RGB values of Save State colors so I can place them in SMW? I absolutely hate the trial-and-error method, and this time, it's not worth it- There are literally THOUSANDS of color combinations I could try, and I could STILL not get it! May I please have some help here?
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 10:03 PM Link | Quote
I think this should have gone in the other thread you made.

What emulator are you using?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6312 days
Last view: 6299 days
Posted on 10-31-06 10:10 PM Link | Quote
Originally posted by ibz10g
I think this should have gone in the other thread you made.

What emulator are you using?

Really? But I can't double-post here, so... Oh well. It didn't really have much to do with getting SMB3 graphics into SMW, and my queston is solely about getting correct colors easily out of Save States.
Anyways, I'm using ZSNES (I've used it ever since my Snes9x run-in with incorrect transparency while playing KDL3...). Why do you ask?
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 10:13 PM Link | Quote
Ah. Different emulators use different save states. I use Zsnes 9X, so I don't know what to tell ya. I don't think it's save states are compatable with YY-CHR, which is what I use. Keep messing with it, I think you'll find it. Or just review PAC's tutorial again.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6304 days
Last view: 6299 days
Skype
Posted on 10-31-06 10:20 PM Link | Quote

*Screams Insanely*

Whyyy isn't this working?!?!?

pikaguy900, I guess we're on the same boat.

I choose a palette from the zsnes savestate, redraw the graphic, then it turns out I'm not able to select that palette for the 8x8 OW tiles.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 10:26 PM Link | Quote
Don't do that. Since the ripped graphics are not very likely guarunteed to use the same graphics as the tiles you kept in SMW, you will need to change stuff. Lot's of stuff.

Either change every tile to fit Super Mario Bros. 3 (SMAS), or... that's really the best idea to do. Remember that different tiles from different overworlds in SMB3 will use different pallettes, you need to do everything very carefully. Also, you know you can change the pallettes of individual 8x8 tiles, right? Try doing that.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6312 days
Last view: 6299 days
Posted on 10-31-06 10:34 PM Link | Quote
The tutorial helps somewhat, but now I've come to another roadblock- There's a big black section where a different color is supposed to be. The culprit? A black color in each palette that's hardcoded by ASM. ASM... My greatest enemy. Sigh... What to do? Ah! I know! Learn ASM and hope for the best...
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 10:43 PM Link | Quote
If the "black space" is in a level, just enable custom pallette. Note, this only applies to the level used. If it's on the overworld, however, you may need to get that ASM in to order.

I don't know how this is the case. Isn't the black part in the sprite pallette area?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6304 days
Last view: 6299 days
Skype
Posted on 10-31-06 11:02 PM Link | Quote
For my problem, I want to keep the SMW Landscaping because SMB3 didn't have elevation. I'm trying to put those tiles in (SMB3), but right now, I'm redrawing the tiles with the SMW palette. The problem is that I'm restricted to palettes 1-7, and I have no clue which palettes are 1-7 on the zsnes savestate.


(edited by KPhoenix on 10-31-06 10:02 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 11:14 PM Link | Quote
You can change which pallettes the tiles use. The pallettes aren't saved to the savestate. The colors you choose from in your tile editor is simply the display color, and is not the color it will show up as on the game, unless that's what color you chose it to display as. Say, you draw a green tile using color B. If color B is red in the pallette you use in the OW Editor, then the tile will show up red, and not green.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6304 days
Last view: 6299 days
Skype
Posted on 10-31-06 11:39 PM Link | Quote
Okay, this is what I did.

I had the zsnes savestate, and the SMW palette, untouched. I loaded the savestate and the bin file.

I scrolled down to the palette (shown in my above screenshot), and clicked the palette colors on the farthest bar up, and drew over what was there in the SMAS tile using the colors available. I did not click down in the lower part, which changes the dispaly colors, (I'm pretty sure).

I wish I knew what colors in the palettes I could change without changing the palette of other remaining things on the overworld. (Unused colors)

Please excuse my lack of common sense. I have a tendency of not realizing things when the answers are right in front of me. Sorry.


(edited by KPhoenix on 10-31-06 10:42 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 10-31-06 11:47 PM Link | Quote
I'm a little confused here. Did the colors from the savestate load into YY-CHR with it?

Try this. Back up your file, then change the unused colors to fit your needs. Then, open your OW GFX file, and change them to accomodate the new colors. This seems like a kind of bizzare problem.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6300 days
Last view: 6300 days
Posted on 11-01-06 02:27 AM Link | Quote
This sounds like the palettes-defying-the-laws-of-logic problem I had last time I tried to edit overworld GFX:



Somehow palette 4 has no black in it on the left but at the same time does on the right.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6312 days
Last view: 6299 days
Posted on 11-01-06 06:30 PM Link | Quote
Originally posted by HyperHacker
This sounds like the palettes-defying-the-laws-of-logic problem I had last time I tried to edit overworld GFX:



Somehow palette 4 has no black in it on the left but at the same time does on the right.

I hate that. It makes the colors rught in the editor, but wrong in the game. What makes palettes do that? If we could find it and fix it (somehow), we'd be saving a lot of people from the hassle of recoloring their tiles just to get them looking right...


(edited by pikaguy900 on 11-01-06 05:30 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6304 days
Last view: 6299 days
Skype
Posted on 11-01-06 07:27 PM Link | Quote
I solved my problem...finally. For the SMB3 OW lock thing, I used palette 2, and for the Bonus Spade game tile, I used palette 4.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6299 days
Last view: 6299 days
Posted on 11-01-06 07:56 PM Link | Quote
HyperHacker, that's really strange. 40 and 48 look normal (they take the back area colour of the last level you were in), but 41 and 49 should be black...

I'll have to write a tutorial on overworld graphics and palettes. They can be tricky. I know the problems inside out though after having fully ripped the SMB3 overworld.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6312 days
Last view: 6299 days
Posted on 11-01-06 08:05 PM Link | Quote
Originally posted by Pac
I know the problems inside out though after having fully ripped the SMB3 overworld.

It's too bad you never put them in an unlocked hack and say we could use them... But still, at least you're working on that tutorial, which, in the end, will make it simple to get the overworld anyways. Of course, I'm sure that palettes 2 and 3 are safe to use as long as every single level in your hack has Use Custom Palette enabled...
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6304 days
Last view: 6299 days
Skype
Posted on 11-01-06 08:35 PM Link | Quote
Originally posted by pikaguy900
Originally posted by Pac
I know the problems inside out though after having fully ripped the SMB3 overworld.

It's too bad you never put them in an unlocked hack and say we could use them... But still, at least you're working on that tutorial, which, in the end, will make it simple to get the overworld anyways. Of course, I'm sure that palettes 2 and 3 are safe to use as long as every single level in your hack has Use Custom Palette enabled...


Actually, there is a demo of a hack he started that he never locked, that has nearly all of the OW Graphics. (I know too much ) The only thing missing was some palettes and 16x16 Layer 1 Tiles. But... I don't think he ever said people could use them. :\

The only thing different from how he does his SMB3 Overworlds now is that now, he puts the basic Land tiles on Layer 2, and everything else on Layer 1. I do not know why.
(Yes, I unlocked his hack, but only for use of viewing some of the Graphics and setup, and observing his excellent work. I never actually steal things from people's hacks, maybe just a palette or two. )

If you want to see this hack, it can be found in the archives in a post I think is called something like "Hack Database" or something.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6300 days
Last view: 6300 days
Posted on 11-02-06 03:14 AM Link | Quote
Originally posted by Pac
HyperHacker, that's really strange. 40 and 48 look normal (they take the back area colour of the last level you were in), but 41 and 49 should be black...

That's just it. These two tiles are right next to eachother using the same palette, but somehow one has black and the other doesn't.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6299 days
Last view: 6299 days
Posted on 11-02-06 07:43 AM Link | Quote
Alright...



This is how the overworld palette is in RMK. It took weeks, but I finally managed to get a palette that would support every tile with no conflict. Copy the layout if you want.

Anyway, I'll explain how some of the colours work now.

  1. The magenta region is the only part of the palette that can be changed for a different submap.
  2. Colours 0 and 8 on every row will be used for transparency. They are not black.
  3. 8x8 tiles from the yellow region can use any of the 16 colours on a row.
  4. 8x8 tiles from the green region can only use the last 8, which are x8 to xF.
  5. The tiles used for the SMW animations can only use the first 8 colours, x0 to x7.
  6. Colour 4,7 will flash on Bowser's submap, unless you have disabled the lightning.
  7. If your tiles are using palettes 2 or 3, be sure to only use the last 8 colours, as outlined in the red region.
  8. When placing Layer 2 tiles on their own, they can use any colour from the red / magenta regions, provided (as I said) that it's not one of the animation tiles.
  9. Any other colour that is not in the red/magenta section will take the colour of that slot from the last level you were in, therefore, should not be used.
There, just about everything I know about hacking the overworld.

EDIT: Hyperhacker, if you have the time, could you send me your hack?

KPhoenix, I put only the ground on Layer 2 because nearly every other tile needs the ground to show up behind it. And it works perfectly.

pikaguy900, if you want a SMB3 overworld just like that ^, send me your hack, and if I have the time, I'll put it in for you.


(edited by Pac on 11-02-06 06:50 AM)
(edited by Pac on 11-02-06 09:13 PM)
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - Finding RGB Values of Save State colors |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.010 seconds; used 455.52 kB (max 591.86 kB)