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PostPosted: Thu Jan 06, 2011 7:29 am 
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Thanks a lot Shiru. This latest update should make graphics-editing and exporting much easier for me.

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PostPosted: Tue Jan 18, 2011 2:22 am 
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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


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PostPosted: Tue Jan 18, 2011 3:14 am 
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looks good, thanks :)


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PostPosted: Tue Jan 18, 2011 6:49 am 
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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:

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


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 Post subject:
PostPosted: Thu Mar 24, 2011 9:08 pm 
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Joined: Fri Aug 21, 2009 3:16 pm
Posts: 37
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)


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PostPosted: Tue May 10, 2011 7:02 am 
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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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PostPosted: Tue May 10, 2011 7:11 am 
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Location: Tampere, Finland
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. :)


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PostPosted: Tue May 10, 2011 7:31 am 
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Location: NE Indiana, USA (NTSC)
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.


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PostPosted: Tue May 10, 2011 7:45 am 
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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.


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PostPosted: Tue May 10, 2011 8:04 am 
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Location: NE Indiana, USA (NTSC)
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.


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PostPosted: Tue May 10, 2011 9:36 am 
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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.


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 Post subject:
PostPosted: Mon May 16, 2011 2:25 am 
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Another update, it is now possible to import CHR from 24K and 40K NES ROM files.


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PostPosted: Thu May 19, 2011 11:06 pm 
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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!

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PostPosted: Thu May 19, 2011 11:08 pm 
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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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PostPosted: Thu May 19, 2011 11:33 pm 
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Oh, jeez, I totally missed that. Sorry! ._.

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