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Author Topic: Basic Sprite editing  (Read 18453 times)

chillyfeez

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Re: Basic Sprite editing
« Reply #45 on: January 19, 2014, 11:14:07 AM »
It's not hard, but it's not quick either.
Open the rom whose palettes you want to edit in SNESPal:



Jump to the offset where the palettes are located:



For battle characters, there are 16 colors. You have to manually change the colors in your graphics editing program (I use Tile Layer, but should work the same using Tile Molester). SNESPal displays colors as values of 0-31 instead of 0-255, so multiply SNESPal's value by 8 if you want the colors to match exactly. The quicker and less accurate way would be to just match the slider positions for the R/G/B values:



When you have done this for all 15 colors (the first color is background, make it whatever works for you. I chose white.), your palette will match the game's:



Each battle character has a different palette, so you'll have to repeat the process if you want to see the next character's (Kain) palette, and so on.

Incidentally, if you want to actually change the game's palettes, SNESPal will allow you to do that as well.

TheBigT2000

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Re: Basic Sprite editing
« Reply #46 on: March 14, 2014, 12:50:24 AM »
Whoever made that Baigan portrait is a saint! I'm making a hack that makes Baigan Playable. Can you send me that portrait?

chillyfeez

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Re: Basic Sprite editing
« Reply #47 on: March 14, 2014, 01:27:36 AM »
I'm guessing you're talking about the one Zozma posted to this thread back in 2010?
I think you can download it from that post. It can be imported using most spriting tools, I'm pretty sure.
Judging by what he said in the post ("I doubt anybody will ever use it"), I get the impression he'd be ok with you doing so, but he hasn't posted on the forum in about a year so you might have to figure out how to get in touch with him.

TheBigT2000

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Re: Basic Sprite editing
« Reply #48 on: March 14, 2014, 01:43:06 AM »
Okay then, also do you know what editors I could use to edit portraits?

chillyfeez

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Re: Basic Sprite editing
« Reply #49 on: March 14, 2014, 10:02:43 AM »
I use Tile Layer. I recently detailed the entire process I use here (scroll about halfway down the page).
I've heard a couple of people talk about YYCHR lately though, which apparently cuts through a lot of the tedium I'm used to.

TheBigT2000

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Re: Basic Sprite editing
« Reply #50 on: March 14, 2014, 04:57:17 PM »
What is the offset for Edge's Portrait?

chillyfeez

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Re: Basic Sprite editing
« Reply #51 on: March 14, 2014, 10:19:13 PM »
Here you go:

Code: [Select]
688D0-689CF Character Portrait Palette Data
ED5C0-EEF3F Character Portrait Graphic Data (3 bitplanes, composite, 384 bytes per class id)

If you jump to ED5C0 in your graphics editing program and scroll down, you'll find it pretty easily.

TheBigT2000

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Re: Basic Sprite editing
« Reply #52 on: March 15, 2014, 05:47:40 PM »
I still can't find it  :isuck:

chillyfeez

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Re: Basic Sprite editing
« Reply #53 on: March 15, 2014, 11:24:53 PM »
If you've jumped to ED5C0 and you don't see anything that even remotely resembles character portraits, then you're probably in 4 bitplane mode instead of 3 bitplane mode.
SNES has two different ways of interpreting data to display images - I don't fully understand it myself, but a notable difference between the two is whether the system is using an 8 color palette or a 16 color palette.
If you're using Tile Layer, you can change image mode in the view menu:
view > mode > SNES 3BPP
This will yield a screen that looks like the one in my post here.

TheBigT2000

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Re: Basic Sprite editing
« Reply #54 on: March 16, 2014, 01:00:18 AM »
Oh, thank you!