programs for creating sprites?

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sporkit
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programs for creating sprites?

Post by sporkit » Mon Dec 27, 2004 5:55 pm

hello.

im starting an assembler class in a few days and am looking forward to seeing what i can do with old nes hardware.

anyway, just wondering what programs are good for creating sprite characters. i downloaded some games with the source code. whare are the sprites located anyway.

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Memblers
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Post by Memblers » Mon Dec 27, 2004 6:26 pm

Try one of the tile editors here.
http://nesdev.com/#PCGraphics

The graphics for the sprites will be in the CHR file (or whatever someone names it, if they use CHR-RAM). But the actual organization of the tiles (placement, colors) is determined by the program.

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sporkit
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Post by sporkit » Tue Dec 28, 2004 5:49 pm

Memblers wrote:the actual organization of the tiles (placement, colors) is determined by the program.
oh so is that why when i open a like smb3 all the tiles are cut up all over the place?

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Memblers
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Post by Memblers » Tue Dec 28, 2004 9:46 pm

Yep, exactly. And pretty much every 2D game system works like that also (with the exception being various Atari systems).

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Post by tepples » Tue Dec 28, 2004 11:32 pm

Open SMB3 in any tile editor that can view 8x16 NES/GBC sprite tiles (not the old Tile Layer or the internal tile viewer of Nesticle or Nintendulator), and it'll look a little bit less cut-up. Instructions for 8TED:
  1. Start 8TED.
  2. Open your ROM.
  3. Press Right 16 times to skip over the iNES header.
  4. Press Page Down several times to get to the CHR ROM data.
  5. Press = to enter 8x16 mode; press - to return to 8x8 mode.

Roth
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Post by Roth » Fri Aug 05, 2005 9:14 am

I figure I might as well post on this thread since it's a graphic topic.

I went to the link supplied by Memblers, and grabbed BMP2NES. I'm running into problems, though. When I make a .bmp file, it's at 16 million colors. So I converted it in a program called Irfanview. Everything looks fine after doing that. Then I run it through BMP2NES. When I do, the image is all broken up and doesn't look right at all. I've tried saving the image in MSPaint as a 256 color (8 bpp) and not converting it in Irfanview. I still get the same effect.

Am I doing something horribly wrong? Is there a better program that I can use to convert .bmp to .chr?

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Post by Celius » Fri Aug 05, 2005 10:46 am

Easy. Get YY-CHR and copy and paste every thing from paint into yy-chr. Make sure you use these colors only, though:

red
blue
green
black

otherwise it won't show up. If you have any other color there it will show up as the bg color. It may be different for mac, but that's the senario with Windows. The same rules apply for bmp2chr. By the way, I'm not saying you're dumb or anything, but if it looks all screwed up, maybe you have incorrect dimensions. Make sure the image is 128x128, no bigger, no smaller, if you're using bmp2chr still after my wonderful advice. haha. Jk.

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Post by Memblers » Fri Aug 05, 2005 11:12 am

Yeah, I almost always have trouble converting graphics too. Seems like every converter to CHR has it's own way of dealing with the colors.

YY-CHR is very nice, I haven't tried using it like Celius said, but I bet that'll work well. The way I've had the best luck with converting graphics is by using Tile Molester. Just be sure it goes to the right format, because Tile Molester has a lot of options, heheh.

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Post by Bregalad » Fri Aug 05, 2005 11:18 am

I also used Irfan Wiew to convert from more colors to 4 colors. It's better to first convert to grayscale mode, then convert to 4 colors step. Inserting it in a CHR file is doable, you don't need BMP2NES at all. I've used TileMolester to instert the new 4 color pitcure into NES format.
Here you are an example :
EDIT :
From this image : http://jonathan.microclub.ch/cat/minetbougie.jpg, I was able to input it in a NES ROM, it uses MMC5 to do the high CHR adress selection http://jonathan.microclub.ch/cat/cat.nes
Last edited by Bregalad on Fri Aug 05, 2005 11:58 am, edited 3 times in total.
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Post by Roth » Fri Aug 05, 2005 11:25 am

Alright, cool. Thanks for the tips. It was the dimensions afterall. I had them 1x1 too large.

About the colors thing... this is something I've never understood when opening ROMs in a tile editor. Why are they different colors? I used red, green, blue, and black like you said (#FF0000, #00FF00, # 0000FF, and #0000). First off I noticed when converting the image to 256, they seem to change the actual color to a variation of the solid colors. Then the actual colors aren't displayed in the tile editors. It's weird purple colors and what-not.

Sorry about all the questions, I'm so new to this. I figure if I can get some graphics done for a game I'd like to make, that may motivate me to keep persuing it.

EDIT: I saw your post after I made mine, Bregalad. I'll give that a shot in Irfanview. Thanks. Also, the example you meant to post doesn't seem to be there.

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Post by Celius » Fri Aug 05, 2005 3:41 pm

Are you using YY-CHR? if you are, you just have to change the default pallete settings. it's always dark green, pine green, wierd purple, and white. Are those the colors you are getting? if they are, just change the pallete colors. I didn't really understand what you were saying.

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Post by Memblers » Fri Aug 05, 2005 4:08 pm

CHR graphics are 4 colors, and the first of those is transparent. The actual colors used are defined seperately when it's displayed on NES. You can save your palette in the PPU's format with "save palette set file" in YY-CHR.

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Post by Roth » Fri Aug 05, 2005 5:26 pm

Okay, yes... those are the four colors I'm getting. I'm using YY CHR. Thanks for the tip on that. My .bmps don't load properly, but as was stated earlier, I can just copy and paste. Awesome!

Now I understand about the colors. So the first one listed on there is the transparent color. So as a general rule of thumb can I just assume that the top-left most color is to be the transparent one? Something I can keep in mind while making the tiles perhaps?

Thanks for all the replies!

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Post by Celius » Fri Aug 05, 2005 9:00 pm

Okay, well, actually, they only allow you to use four colors for making sprites and backgrounds, and what you have to remember is that whatever color is first in the pallete is transparent. YY-chr doesn't create the ingame pallete for you, you just tell it this:

0=color 0
1=color 1
2=color 2
3=color 3

for example, if you drew a smily face:

00000000
00100100
00000000
10000001
01000010
00111100
00000000

in your code, you apply whatever 4 color pallete you want to that tile, and the colors will show up as whatever you assigned as color 0, and 1, since we didn't use color 2 or 3, they wouldn't show up in that tile. Sorry You probably knew that, but oh well. YY-Chr has those multiple palletes so you can click on a color in one of them to quick change to that pallete, and see how everything will look with the desired color, so you don't always have too keep changing them to certain colors to see how they'll look in the actual game. Read me? And get used to start numbering from 0, instead of 1. The NES is capable of making 4 sprite pallets, and 4 background palletes. I'm not really familiar with setting up different palletes for backgrounds, but I know how to do it for sprites. Oh, and make sure that the first color of every pallete (the invisible color) is BLACK! I always make sure it's 3F, and not like 0D, It just seems more reliable. but anyways, I hope you get that.

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Post by Disch » Fri Aug 05, 2005 9:05 pm

Celius wrote:I always make sure it's 3F
$0F is the more 'typical' black and is used by most games. But $3F is probably fine.

Staying away from $0D is very good advice.

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