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Main - ROM Hacking - GBA graphic-conversion problems New thread | New reply

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Celice
Posted on 06-17-07 03:36 AM Link | Quote | ID: 46198


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I've been fighting with a way to not have to draw in my characters for a hack. I first tried to convert a .BMP (only thing it'll take >.<) to the SNES format--since GBA wasn't supported--and then copy the SNES data on YY-CHR over to the GBA ROM. I tried it on one guy, and it worked flawlessly. About four months later, and a shitload of hours put into other characters, I was about ready for a small demo. When I try to convert some weapon icons, I realized something was wrong. Then I tried to convert actual characters, and they wouldn't budge. Either colors would mix together (two different colored pixels became one, even if they weren't the same), or all 15 colors would magically morph into five. I've tried a bunch of things, even using a new program called Kaleid (the first one was ROM Graphix, which works fine for my NES hacks).


The guy on the far-left is the only one who was able to be inserted without problems. The thing that really baffles me here, though, is that, I could find it understandable that my characters (right) could somehow just not convert right for one reason or another; no, the game's own original characters (middle) aren't working either ._.;; I think the problem was said to have been that my characters weren't comprised of 256 colors. That's confusing me, though, because that can't be true: the villager-like guy was already from the game, and he couldn't have used more than that, because, well, he came from a 256-color pallete and sprite in-game.

Does anyone have a clue why these can't convert, like, at all D:

Bit-Blade
Posted on 06-17-07 03:53 AM Link | Quote | ID: 46202


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Hmmm.... Are you using an indexed color bitmap? If you aren't, then you have a few options with photoshop/paint shop pro. I've had to deal with similar issues getting things to copy over into yy-chr non-brokenly.

Xkeeper
Posted on 06-17-07 03:56 AM Link | Quote | ID: 46203


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Seems almost like it's time for someone to write a quick "input PNG, get image" conversion utility, explicitly for this purpose. It seems kind of whacked (I've had similar problems with YY-CHR... ugh.)

I wonder how hard the GBA format is, even.

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Ryusui
Posted on 06-17-07 04:38 AM Link | Quote | ID: 46209

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I have two words for you: Tile Molestor. It has some stability issues (it's written in Java, which is both bad and good) and other odd quirks, but it's like a magic bullet for all your graphics needs.

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Darkdata
Posted on 06-17-07 04:49 AM Link | Quote | ID: 46211


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Posted by Ryusui
I have two words for you: Tile Molestor. It has some stability issues (it's written in Java, which is both bad and good) and other odd quirks, but it's like a magic bullet for all your graphics needs.


When it can do compressed GFX, let me know. :p

Also, Celice, if you are using unlz-gba, then it takes PNGs too.

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Celice
Posted on 06-17-07 04:59 AM Link | Quote | ID: 46213


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I always thought unLZ-GBA's import feature was a tad buggy. Maybe it was the pallete thing scaring me away the most --not only does unLZ-GBA's "pallete" just seem... "wonky," but that means I have to open each of my characters separatly and redo their colors. While it's not a big deal when compared to drawing in each character by hand, I would've liked to just load up my characters, click a button, and be done with it D:

I've been wondering why no one's ever done a .PNG kinda thing before. I mean, from what I've heard, it's similiar enough to the logic behind other graphic formats used in game consoles.

Tile Molester likes to take its name into proper usage whenever I try it. Hell, it took me a few minutes to realize how to copy/paste ._.

And I have no idea what a indexed color bitmap, but I have a feeling it's the source of all of my problems.

SuperMetroid
Posted on 06-17-07 06:19 AM Link | Quote | ID: 46227


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What utilty do you use for hacking fire emblem?

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Ryusui
Posted on 06-17-07 06:25 AM Link | Quote | ID: 46228

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Indexed is just a fancy way of saying "palletted". ;

Tile Molestor supports GBA graphics - in fact, it supports pretty much every format you can think of, so that's one middleman you won't have to put up with. The only problem is I had to invent something of a kludgy workaround to import pallettes: I have to actually copy the raw pallette data into the graphic file and then use "import pallette from this file".

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All they would need is ten nuclear weapons in the kiloton range, disguised as Girl Scouts.

HyperHacker
Posted on 06-17-07 06:49 AM Link | Quote | ID: 46229

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I'm pretty sure Tile Molester was never actually finished, so it still has some annoying bugs. For example, the Windows version doesn't handle byteswapped files properly.

Celice
Posted on 06-17-07 07:44 AM Link | Quote | ID: 46240


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Posted by SuperMetroid
What utilty do you use for hacking fire emblem?

A trusty hex editor, and then some Nightmare modules other people made, since some people just don't want to mess with hex. We're decompressing with unLZ-GBA for general purposes, and the classis MSPaint for the new graphics (mostly). Sappy for some new/old music from the older Fire Emblems.

And our little team was going to try and figure out the map format. I know Iggy had a crack in it, and then he later went on to Seima (FE8). He got Squash Monster to make a basic map editor for that, and we're going to go through some trial-and-error and find some stuffs for ourselves, since all three GBA games use basically the same format for everything. And we have an ASM hacker trying to implement some concepts, of which, we're hoping for new classes. We know where the animations are "drawn" and how to assign new frames, tiles, and all that jazz--we're also looking into some new palletes options, like when weather comes in the pallete will alter accordingly, and options, such as capturing an enemy unit, who may or may not join your team if left alive after certain conditions have been met.



The problem isn't necessarily whether I can view the correct format as much as there's no format to speak of ._.

Kawa
Posted on 06-17-07 12:53 PM Link | Quote | ID: 46260


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Posted by Xkeeper
I wonder how hard the GBA format is, even.
Not at all. Four bits per pixel, reversed, tiled. In fact, it's just like the Genesis format, but with the nibbles switched.

Pixel index 0x4 + index 0x8 = 0x48 on Gen, 0x84 on GBA.

Color values are even easier: SNES/GBC format.

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Celice
Posted on 06-17-07 08:16 PM Link | Quote | ID: 46326


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I tried using unLZ-GBA's import feature, and, what-d'ya-know



I see no differences between the palletes.

DDD:

Ryusui
Posted on 06-17-07 08:26 PM Link | Quote | ID: 46334

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Here's what you wanna do.

There are probably other freeware image editors just as good, but I've found The GiMP to my liking. Load your bitmap in The GiMP, go to the Image menu, select Mode, and then Indexed. Now save your bitmap. Bingo: one indexed image.

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Kawa
Posted on 06-17-07 08:34 PM Link | Quote | ID: 46341


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If it's indexed pixel art you want, try Usenti.

Imports bitmaps and PNGs even if not indexed, can shuffle palette indices and exports to all common GBA formats.

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paulguy
Posted on 06-17-07 08:36 PM Link | Quote | ID: 46343


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Hell, even MS Paint will save as an indexed bitmap. Just save as 16 color BMP. It's an option under the File Type combobox.

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Kawa
Posted on 06-17-07 08:36 PM Link | Quote | ID: 46344


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True, but MS Paint also mangles your palette.

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Celice
Posted on 06-17-07 08:49 PM Link | Quote | ID: 46348


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I didn't like my characters getting reduced to four or so colors that way

GiMP I need to shuffle between those GTK things, since I have programs using different versions of it D:

Usenti I tried before, but I couldn't find any export features aside from some ASM/C++ kinda stuff. I guess I'll look into that again.

Alright, this is where I was confused before, and still am.

Kawa
Posted on 06-17-07 08:56 PM (rev. 2 of 06-17-07 08:58 PM) Link | Quote | ID: 46349


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There should be a choice for Binary.

On second thought, that screenshot does not match my Usenti's gritter at all.

And I'm not talking about the theme.

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Celice
Posted on 06-17-07 09:06 PM (rev. 3 of 06-17-07 09:26 PM) Link | Quote | ID: 46350


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I'm guessing I have an older version of it then.

EDIT:

Why is it that the simplist things tend to beat my ass

I got the newest version, and then exported under 'GBA Source.' Then I selected 'Binary' as the file type in the next box, bottom-right. And this result came back.

EDIT2: Nevermind, I had the BPP set to 8. It works now Thanks everyone~

Kawa
Posted on 06-17-07 09:25 PM Link | Quote | ID: 46358


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If it looked like that, at least you got the version right.

And set it to 4bpp. That means 16 colors, not 4. (2^4?)

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