Importing Sprites off a sheet using Tile Layer Pro

Started by Camerupt, May 19, 2016, 12:18:01 PM

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Camerupt

I made a Super Mario Bros hack that's completely done, except i need to import the main character sprites into the rom off of this sheet.



How do i go about doing this correctly? Tile Layer Pro is being a pain about it.

SleepyFist

It depends, If TLP is screwing up the coloring I dunno, its happened to me as well,

On the other hand if its just getting them in I recommend opening a second rom in the TLP window,
Import the sprites into the second rom and then grab/copy/paste into the SMB rom.

If that's not it either you might elaborate on what TLP is screwing up so someone smarter than me can help :P

Midna

One thing I noticed right off the bat is that your sprite is using too many colors. The NES, as with all 8-bit Nintendo systems, can only support three colors to a sprite plus transparency.

Camerupt

#3
Quote from: Midna on May 19, 2016, 03:39:17 PM
One thing I noticed right off the bat is that your sprite is using too many colors. The NES, as with all 8-bit Nintendo systems, can only support three colors to a sprite plus transparency.
Shoot! How could i not have noticed that.

Well i feel dumb now, i'll fix it somehow then try again, i'll post back if i still have issues

May 19, 2016, 07:02:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)


Alright, i'm using this now and trying to break them into individual sprites before trying to insert them

But when i put it into TLP, it erases all the details off the head


should look like:


How do i import it right and fix this?

USC

You probably need to sync up the palette in TLP with the bitmap you're importing. Figure out the RGB values for each color you're using in the spritesheet, then change the TLP palette to that value (so make the blue in TLP match the aqua green you're using for the tunic, etc).

Right now it's having to "guess" which color in the Bitmap corresponds to which color you want in the ROM, which is why the yellow is being assigned to the same color as the skin. Hope that helps.

dougeff

Convert to 4 color indexed (Photoshop or GIMP). Cut and paste into YY-CHR. Probably it will get the indexing wrong. Use the color replace tool to rearrange the indexing. It takes more time to type this than it would take to actually do it.

See page #1 (bottom) of my blog...

https://nesdoug.com/2015/11/15/1-getting-started/

nesdoug.com -- blog/tutorial on programming for the NES

henke37

There is actually a trick you can use to get more colors: use multiple overlaid objects. But doing that takes a lot of code trickery. Which, even for a game that has a full annotated disassembly, if a good amount of work.

Midna

Plus it would eat up one of your four sprite palettes.

Camerupt

Quote from: USC on May 19, 2016, 10:08:11 PM
You probably need to sync up the palette in TLP with the bitmap you're importing. Figure out the RGB values for each color you're using in the spritesheet, then change the TLP palette to that value (so make the blue in TLP match the aqua green you're using for the tunic, etc).

Right now it's having to "guess" which color in the Bitmap corresponds to which color you want in the ROM, which is why the yellow is being assigned to the same color as the skin. Hope that helps.
Thank you! This worked perfectly!

My next question though is how can i change which palette an object uses? Meaning if, for example, i wanted to make the Mushroom Retainers call up a different palette than they currently do, how would i do that?

tdknockout

Quote from: Midna on May 19, 2016, 03:39:17 PM
One thing I noticed right off the bat is that your sprite is using too many colors. The NES, as with all 8-bit Nintendo systems, can only support three colors to a sprite plus transparency.

this is actually wrong. only some games limit to 3 colors while in smb2 characters could have 4 colors.

KingMike

If characters have more than 3 colors in a NES game, they are using tricks such as overlapping sprites.
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