So there's that one SNES RPG storing its title screen background as an uncompressed 8BPP. Figured out it's the concept art but with ugly-as-sin PS1-era CGI overlayed on top, so I wanted to fit the original art back in the game.
I load the ROM in tilemolester in 8BPP mode right where the graphic needs to be changed.
I make a ZSNES savestate of the title screen (for the palette). I load it in tilemolester.
The graphic shows exactly as in-game.
I export the graphic and open it with Photoshop, indexed color.
I fit in the original art.
Photoshop does the dithering to that color limit, and surprisingly well visually speaking.
I use Paste From in tilemolester.
The graphic (which has some red in the beginning followed by more than a few dozen shades of blue) is now inserted but the problem is that as soon as I scroll down the graphic is utterly victimized.
The palette is horribly messed up and replaced with some reddish colors from the first lines in the 256-color palette.
I'm at a loss what to do to circumvent this problem.
Or good alternatives to tilemolester that can edit 8BPP graphics using palette data off save states or stuff like that?
tl;dr: noob question for how to modify 8BPP SNES graphics, preferably without having to manually input 256 color values