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NLZ-GBA Advance messes up palettes!

Started by TanUKi, July 19, 2011, 04:01:25 PM

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TanUKi

Everytime I try to use NLZ-GBA, it mucks up the palettes when I test out the GBA ROM file!

1. I extract an image:


2. After editing, I insert it back and test the ROM.

The palettes have become muddled up, if you look at the mother logo and in general. (I know about the tiny graphical glitch).

How do I avoid this, as I still want to use NLZ-GB since it's my only good option of finding and hacking the graphics of Mother 2 GBA's title screen...

Celice

The author frequents a board called Serenes Forest.  I don't know how active he is here.

I never used his tool, but it's basically just the same as unlz-gba, or any other LZXX decompression tool.  But if you have to make do with his tool, try contacting him about your issue, and you might get some help.  Good luck!

TanUKi


Spikeman

Find the address using NLZ-GBA and then extract and insert the graphics using a different tool. I prefer this one: http://www.romhacking.net/utils/433/

You'll have to edit the graphics in a tile editor. The easiest way to do this and edit with the right palette is to dump the palette in VBA as a .PAL file and then use Tile Molestor's load palette function. (Note: Not all versions of Tile Molestor support .PAL, check the utilities database.)

If you prefer Tile Layer Pro, you can use my utility to convert palette files: http://www.romhacking.net/utils/417/
Open Source Hacking Projects: Guru Logic Champ, Telefang 2, (Want more? Check out my GitHub!)


Spikeman

What freezes? The decompression utility? If so, you're probably inputting the address wrong. It needs to be the offset in the file, so something like 123456  instead of 08123456.
Open Source Hacking Projects: Guru Logic Champ, Telefang 2, (Want more? Check out my GitHub!)