11 March 2016 - Forum Rules
Started by Gedankenschild, October 20, 2015, 07:34:05 PM
QuoteI used Irfanview to do this-
QuoteReduced to 32x32 pixels, I wasn't sure what specific colors you need them to be so I just automated the color reduction process. I'm not exactly a very good artist, but I don't personally see a problem.
Quote from: Granville on January 13, 2016, 08:01:08 PMRosa's portrait is giving me some trouble, the automated color process is giving me issues with maintaining her green eye color. I'll see what I can do for her but will come back to her later. I'll check the others first.Here's Edge, i used a hopefully obvious color for the background transparency (rethinking my method of reducing colors to see if i can get some better quality on the faces)-Fusoya-Cid-Tella-Child Rydia-Edward-Yang-Palom-Porom-Golbez-It's not perfect, but here are my attempts with Rosa's portrait (with a few personal edits of my own)-The "dead" versions of the character portraits are just exact color inversions of the normal ones.
Quote from: azidahaka on January 14, 2016, 03:09:51 AMLooking good. How many colors are you planning for these portraits? I Rosa's ones the only problematic one at the moment?
Quote from: azidahaka on January 14, 2016, 05:34:17 AMYup very good looking!I'm available if there's other needs. Btw How does this process of "remaking" work? Would it be possible on other games? Any tutorial?I find this a very interesting project and would like to understand the inner tricks of it!
Quote from: Gemini on January 14, 2016, 02:24:20 PMSo, about field tilesets, does the Snes version allocate enough VRAM for you to store full GBA/WSC tiles? I guess character sheets shouldn't be a problem, at least in that case you have 1:1 copies.
Quote from: Gedankenschild on January 14, 2016, 10:22:26 AMWhat I'm doing involves a few steps. The first is the conversion from 8 color graphics to 16 color graphics. You need to locate the loading code and tweak it to load the 4th bit. Then you need to tweak the palette loading code to load twice as many colors. And since both 4bpp graphics and palettes take up more space, nothing will fit where it used to. You will have to expand the ROM and put the new graphics and palettes in the new area. As a result nothing is where the game expects it to be and you need to find out how and where the game determines from where to load what. Sometimes you just have to overwrite a particular address. Other times you'll be rewriting entire tables and such to make it work.I can give a few examples of code changes and explanations as I go along if there's interest...
Quote from: Vanya on January 14, 2016, 03:41:13 PMEditing those sprites for use as palette swaps should be easy.I've actually been recovering from a nasty cold so I have a couple of days of free time.Send me the images you need worked on with instructions and I'll have them for you in no time.
Quote from: azidahaka on January 15, 2016, 02:36:11 AMSounds pretty complicated, but fascinating! You are doubling the color on screen.So you have 16 colors per sprite/palette correct? What is the usable limit of colors on screen after this "trick" you have applied?
Quote from: Gedankenschild on January 15, 2016, 03:43:20 AMOK, I ripped the Townspeople from the WSC ROM some time ago. There are three palettes used for them. In the original it's the same. However: In the original these are all designed to work with the same graphics. In the remake each palette has its own dedicated tileset, so they are not structurally compatible.What we need are three palettes that work with the same tileset. As in color 1 is the darkest clothing color. Color 13 is the brightest hair color and so on. These are just examples. You could structure these palettes as you please. Sprites that only appear on one set don't need to be compatible with the others, like Big Chocobo, Anna or Rydia's mother.The blue and purple clothing palettes are already highly similar, so it makes sense to use them as a starting point. You might also decide to invest more in hair color, as the red clothing palette does. It's up to you.I can provide you with TileLayerPro palettes for these as well. That way you could load the bitmaps and compare how they look with each palette applied.Yes, we get a 16 color palette per graphic tile. The SNES can display 256 colors at once, or 16 palettes.
Quote from: chillyfeez on January 15, 2016, 12:29:08 PMHmm... Why does the Mysidian Elder have all three palettes?
Quote from: azidahaka on January 15, 2016, 01:46:26 PMEDIT: I misread what you needed silly me
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