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.
Any advice?
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