About tile editing...

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Señor Ventura
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About tile editing...

Post by Señor Ventura »

Hello...

I'm trying to use this programs, but its restrictiveness confuses me a bit with the way of having to choose an specific palette to allow you to see the graphics.

Can somebody tell me some topics to learn how to achieve to know what is the correct palette, and how to obtain from every rom?.


Thank you.
Last edited by Señor Ventura on Sat Jan 01, 2022 1:20 pm, edited 1 time in total.
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HihiDanni
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Re: Trying to use TILE LAYER PRO

Post by HihiDanni »

This is just the nature of working with old console graphics formats. Char data is stored raw, without any kind of attached data such as palette assignments or size. This is because that information is supplied by other data formats: palettes, tilemaps, and OAM entries, which are going to be game-specific in terms of where they're stored and possibly how they're formatted within the ROM. Knowledge of where the palettes are will require knowledge of the game itself.
SNES NTSC 2/1/3 1CHIP | serial number UN318588627
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tokumaru
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Re: Trying to use TILE LAYER PRO

Post by tokumaru »

And since we're talking about about the SNES here, there aren't even any guarantees that the tiles themselves will be visible in a tile editor, since they could very well be compressed, and each game may use a different compression scheme, much like different games store palette data and tile layouts differently. There's no universal way to handle this, you have to know how each individual game does things in order to gather all the graphical data you want.
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Drew Sebastino
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Re: Trying to use TILE LAYER PRO

Post by Drew Sebastino »

BSNES Debugger allows you to view CGRAM, so you can copy the palettes from there. However, whatever palette you want has to currently be onscreen. As has been stated earlier, there's no real easy way to do this.
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

Espozo wrote:BSNES Debugger allows you to view CGRAM, so you can copy the palettes from there. However, whatever palette you want has to currently be onscreen. As has been stated earlier, there's no real easy way to do this.
THAT is the info i expected (where to get what palettes is using every game). I don't use bsnes to keep an eye to debugging, so i was a little bit lost.

Thank you to all!
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

The more I read the more I get lost...

It seems tile molester is a more advanced program to edit tiles, but there is not any executable, Am I missing something? :?:
tepples
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Re: Trying to use TILE LAYER PRO

Post by tepples »

If there is a "jar" file, then that is the executable. You just need a jar player installed, and the most common is Java by Oracle.
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dougeff
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Re: Trying to use TILE LAYER PRO

Post by dougeff »

Last time I tried to use tile molester, it gave me a security warning, can't run, unknown publisher.

I just used something else, rather than try to deal with this issue. I haven't thought about it since.
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Re: Trying to use TILE LAYER PRO

Post by tepples »

dougeff wrote:Last time I tried to use tile molester, it gave me a security warning, can't run, unknown publisher.
Java warns about this for all applications whose publisher hasn't paid the code signing certificate authority racket. Unlike HTTPS (TLS on websites), which allows a certificate to be domain-validated (and therefore obtainable without charge from an automated CA), code signing requires all certificates to be at least organization-validated.
dougeff wrote:I just used something else, rather than try to deal with this issue. I haven't thought about it since.
"Last time I tried to use vigilante ninja 2, it gave me a security warning, can't run, unknown publisher. [The power light just blinked.] I just used something else, rather than try to deal with this issue. I haven't thought about it since."
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

tepples wrote:If there is a "jar" file, then that is the executable. You just need a jar player installed, and the most common is Java by Oracle.
Ok, thank you, i was starting to desperate xD
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

Sorry for upping the thread.

I'm trying to use the No$sns debug, but all the information color that i get of every palette is incorrect, giving always a black color in every slot of every palette.

I've done some improvements, but totally blinded cause i can't get the real color information... so, the question is, what debugger can i use to try it from another side?.

Image



P.D: Snes9X1.51.ep10r2 gives me an error and it can't initialize.
"The application could not be started; the parallel configuration is not correct. Check the application's event log or use the sxstrace.exe tool on the command line to get more details".

Any advice?.


Greetings.
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koitsu
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Re: Trying to use TILE LAYER PRO

Post by koitsu »

The SNES9x error you get is because the program requires a **very** specific version of Visual C++ Runtimes, and for x86 (not x64). Without it, you get an incredibly nebulous and weird error. Attached is a .zip of the vceredit_x86.exe needed.
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

koitsu wrote:The SNES9x error you get is because the program requires a **very** specific version of Visual C++ Runtimes, and for x86 (not x64). Without it, you get an incredibly nebulous and weird error. Attached is a .zip of the vceredit_x86.exe needed.
Thank you very much, it works perfectly, but for now i don't know if this debugger gives what i need.

I have no much time until this night, but i've seen this:

Palette:
000000 060101 1e1300 1a0500 000000 101010 1c1c1c 181818 000000 100c00 1c1814 000000 000000 050812 0e1619 1b1f1f 0b0412 040b01 000800 010400 0b0412 0b0903 070603 050301 0b0412 0b0a08 080706 050503 000000 000800 070806 050503 001217 1f1e1e 1a1a18 111110 0a0907 060503 1e1a09 130500 141415 0f0e0e 0a0906 060502 130901 0e1700 030b00 000000 0b0412 010401 0a0601 0b0905 030201 050902 030700 000800 020601 17130f 14100d 110c07 0d0a06 090604 050402 000000 0b0412 151515 131312 0f0e0e 0c0b0b 080804 060503 030201 191919 1c140c 160d06 0e0602 0a0300 130700 0c0300 000000 150c13 161614 131311 10100b 0c0c08 080807 050505 030303 060100 090201 0b0502 0b0601 0b0703 080503 060301 000000 0a0a00 000a14 000e18 001418 141a1a 1e1e1e 1a1812 14100a 0e0c00 0c0c0c 121210 1e1600 1a1000 160000 100000 020202 0b0412 000000 060300 090300 010401 030b00 091000 0e1700 141e00 1c1f07 030100 1c1510 1c140c 160d06 0e0602 020600 000000 0a0c10 0e1014 121418 14161a 1e1e1e 181812 14140e 0e0a00 100c00 16120e 1c1814 000c16 180c00 100000 020202 000000 0a0c10 0e1014 121418 14161a 1e1e1e 1a1a0e 16160a 101000 0c0c00 061f12 00160c 001008 1e1200 180a00 010101 000000 00000e 000012 000618 00101e 1e1c1b 1e1e10 18180e 101008 0c0c04 18140e 100c00 0e0a00 1a0600 140400 010101 000000 0e0200 140600 180a00 1a0e00 1c1c1c 151515 0f0f0f 080808 1e1000 1c1406 0c161e 0a121a 060e18 020a10 010101 000000 0f0800 110a07 130f09 18130e 120e0a 17130f 1c1a16 190000 0f0000 000000 000000 191919 121212 0e0e0e 020202 000000 000a15 000e19 001519 161d1d 1f1f1f 17191c 111315 0d0f10 0a0a0a 151513 1e1600 1a0c00 160600 110100 010101 000000 030305 050508 0d0c12 15161c 1f1f1f 040902 070c04 0d1107 1c1f07 000000 000000 000000 000000 000000 020202 000000 16120e 1c1814 000000 000000 000000 1c1e1e 141a1e 0e161a 000e16 151300 1c140c 150c05 0b0400 070200 020202



How is supossed to be used with YY-CHR editor? (link). If i divide every group of number in three section for RGB, all i have are black colors, so, i've don't doing it well.

But i don't see any other option in SNES9X that can help me to obtain the correct color info (i only have 5 minutes to have a look).


Thank you again :)
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tokumaru
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Re: Trying to use TILE LAYER PRO

Post by tokumaru »

SNES palettes are 5 bits per element, so you probably have to scale them to 8 bits, remapping the $00..$1F range into $00..$FF.
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Señor Ventura
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Re: Trying to use TILE LAYER PRO

Post by Señor Ventura »

tokumaru wrote:SNES palettes are 5 bits per element, so you probably have to scale them to 8 bits, remapping the $00..$1F range into $00..$FF.
You mean these directions are in base 10, and i have to interpret it like base 16?.

I don't know in what form "1c 14 0c" from base 10 are increased to base 16... adding up by 6 positions?, is so simple like that? :?:
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