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Author Topic: Arranging Tiles in YYCHR  (Read 992 times)

linkncb16

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Arranging Tiles in YYCHR
« on: January 23, 2017, 03:12:52 pm »
I am having an exceptional difficult time editing the intro graphics for Zelda Oracle of Ages at the moment. Even with the graphic format set to GB and the pattern set to NESx16 I can only see scrambled fragments of what should be the portrait of Link riding Epona. The problem is that I am not able to see it in the editor as it appears in game and thus am unsure of where to make changes. Is there anyway I can arrange them using a map file or something similar? Also related to this, it would help even more to be able to see the palettes as they appear in game as well. I have exported a .pal file and loaded it in YYCHR, but am unsure what to do from there.
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KingMike

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Re: Arranging Tiles in YYCHR
« Reply #1 on: January 23, 2017, 04:07:53 pm »
Compression likely.
Just looking at the tile viewer while running in VBA, those look like some large graphics that are only used once, a prime candidate for compressable data.

Are there compression tools for this game already? I thought there were.
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linkncb16

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Re: Arranging Tiles in YYCHR
« Reply #2 on: January 23, 2017, 04:23:34 pm »
Compression likely.
Just looking at the tile viewer while running in VBA, those look like some large graphics that are only used once, a prime candidate for compressable data.

Are there compression tools for this game already? I thought there were.
What? Yeah, the file is already in its decompressed state in the editor.
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Bahamut ZERO

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Re: Arranging Tiles in YYCHR
« Reply #3 on: January 25, 2017, 03:09:34 pm »
Hmm, try playing around with the custom patterns option. I had the same problem with Link's Awakening DX before finding out it used a 2x2 Vertical pattern.
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