NES Screen Tool

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

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MetalSlime
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Post by MetalSlime » Thu Jan 06, 2011 7:29 am

Thanks a lot Shiru. This latest update should make graphics-editing and exporting much easier for me.
MetalSlime runs away.

Shiru
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Post by Shiru » Tue Jan 18, 2011 2:22 am

NES Screen Tool v1.31. Some minor fixes and new features:

- You can switch color codes in CHR data and in the palettes
- You can add an offset to range of tiles
- Del key to delete selection
- Shift+C for Nametable/Put selected block to clipboard
- H and V (flip tile) works in main window too
- You can see how many entries of a tile in the nametable
- When you open a file with double click, current directory now changes to this file
- Some other fixes

frantik
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Post by frantik » Tue Jan 18, 2011 3:14 am

looks good, thanks :)

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neilbaldwin
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Post by neilbaldwin » Tue Jan 18, 2011 6:49 am

For my own use, I re-typed the controls as I thought they were getting a bit too confusing (a lot of controls now!). Then I thought other people might find it as easier reference so I'm pasting it here.

Code: Select all


Nametable Controls
------------------

Put current tile into nametable     - left-click mouse
Set current tile from nametable     - right-click mouse
Make selection                      - hold Shift or press Caps Lock then drag with left button
Cancel selection                    - right-click
Copy tile/selection                 - Ctrl+C
Paste tile/selection                - Ctrl+V
Cut tile/selection                  - Ctrl+X
Fill selection with current tile    - Ctrl+F
Copy selection to clipboard as text - Shift+C
Rotate nametable without attributes - cursor keys
Rotate nametable with attributes    - Ctrl + cursor keys

Tileset Controls
----------------

Set current tile                    - left-click mouse button
Open tile in CHR editor             - double-click (left) mouse button
Make selection                      - hold Shift or press Caps Lock then drag with left button
Cancel selection                    - right-click
Copy tile/selection                 - Ctrl+C
Paste tile/selection                - Ctrl+V
Cut tile/selection                  - Ctrl+X
Non-rectangular multiple select     - Ctrl+left-click, ctrl+right-click to de-select

Note : if you copy a non-rectangular group, it will be pasted as a linear sequence of tiles.

You can also save selected tiles into a separate file.

Palette Controls
----------------

Select current color/palette        - left-click mouse button in palettes
Assign color to palette/color       - left-click mouse button in colors

CHR Editor Controls
-------------------
Set pixel                           - left-click mouse button
Set current color to pixel color    - right-click mouse button
Fill an area with current color     - Ctrl+left-click mouse button
Scroll pixels in tile               - cursor keys
Horizontal flip/mirror              - H
Vertical flip/mirror                - V

RT-55J
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Post by RT-55J » Thu Mar 24, 2011 9:08 pm

Made a little mock-up thingy for a puzzle game idea that's been going through my head:

Image

Cool program.

EDIT: Redid some tiles (previous version)

Shiru
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Post by Shiru » Tue May 10, 2011 7:02 am

Recently I've read on this forum that color $0D could bring troubles on some TV sets. CUrrently there is no colors $0E,$0F in NESSt. I think this have to be fixed, but can't decide how exactly.

Should I use full palette, i.e. add two more columns? Or maybe leave it as is, but when graphics loads, change all blacks to $0D automatically, and when it saved, change $0D to normal black?

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thefox
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Post by thefox » Tue May 10, 2011 7:11 am

Shiru wrote:Or maybe leave it as is, but when graphics loads, change all blacks to $0D automatically, and when it saved, change $0D to normal black?
Makes most sense to me. Having 8 more blacks doesn't add any value to the user. :)

tepples
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Post by tepples » Tue May 10, 2011 7:31 am

Shiru wrote:Recently I've read on this forum that color $0D could bring troubles on some TV sets. CUrrently there is no colors $0E,$0F in NESSt.
$1D is the same voltage as $0E and $0F.

Shiru
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Post by Shiru » Tue May 10, 2011 7:45 am

I have doubts that it makes sense to have 8 extra blacks too, that's why I asked.

$1D is available in NESSt, but $0D too, so someone could use it having no idea it could case problems, so it have to be fixed anyway.

tepples
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Post by tepples » Tue May 10, 2011 8:04 am

I think the point of using $0F instead of $1D in an NES program is that it won't become $0D in a palette fade routine.

Shiru
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Post by Shiru » Tue May 10, 2011 9:36 am

Ok, I did autofix which replaces all the blacks to $0f. File is updated.

Edit: I added color emphasis and monochrome mode display too. I guess it works, although not sure if it accurate or correct, so tell me if something wrong.

Shiru
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Post by Shiru » Mon May 16, 2011 2:25 am

Another update, it is now possible to import CHR from 24K and 40K NES ROM files.

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BMF54123
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Post by BMF54123 » Thu May 19, 2011 11:06 pm

Could you possibly add the ability to load an external 192-byte palette file (not the 16 NES values, but the actual RGB values)? The one you included has some pretty glaring inaccuracies: $2C and $3C are almost identical, $3D has a pinkish hue, $x8 is way too orange, and $29 is way too bright. :(

Aside from that, this is an excellent program!

Shiru
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Post by Shiru » Thu May 19, 2011 11:08 pm

Loadable external palette is there from very first versions.
readme.txt wrote:You can place nes.pal file (192 bytes) in the program directory, if you want to tweak the colors of the NES palette.
I know that default palette is not ideal, but every emulator has its own palette, and there is like 1000 different palettes (really!), so I decided to allow to load any palette and not bother about default one too much.

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BMF54123
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Post by BMF54123 » Thu May 19, 2011 11:33 pm

Oh, jeez, I totally missed that. Sorry! ._.

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