Yes, I used that example chart because among my friends it was the one that caused the most divergence, both are based on the canon Sephirous
Scrap Brain at the moment is not an official part of this project, but as I said I do not rule out the idea, it's just that I plan to release the patch this year and also deliver quality work.
This is the process to edit the blocks of the levels | Tools needed:
● DjinnMapper v126.96.36.199
● YY-CHR 0.99 (Mod sics*)
● Firework MX 6.0
● Pain 5.1 1º
Look for a sector not used in the rom with YY-CHR and leave it in the following way:In this tile sector 00 represents the empty space and from the sector E0 the rings of the game.Note 1: The capture is from DjinnMapper not YY-CHR. 2º
We open the game in the emulator and go to the level that we want to edit and look for the most unusual sequence of rings that we can, in this case we will work with the following capture: 3º
With this in mind we load the rom in the DjinnMapper, and change the width in box marked in the following image by "16". 4º
We look for a block that matches the one we chose for the example, we must bear in mind that there may be more than a similar sector in the rom. So if you want to clear up doubts you can make some easy modification to revert in that section to check if this change is reflected in the game when executed.Note 2: You should not forget to reload the game in the emulator every time you make a change, and remember that no matter how you make changes in the rom you can continue using the saved states of previous versions, you just have to move a bit so that the image is updated.Note 3: To correctly visualize the level in DjinnMapper you must adjust the image in the "TileMap" window in the same way as the first capture.Note 4: The simplest way to navigate in that window is using the keys: "End", "Page Up" and "Page Down". 5º
We load the screen capture that we previously made in the emulator, using some image editor to reduce its dimensions to 50%, taking care not to use any scaling method that implies the modification of the original palette of the image.
Spoiler: 6º 1ª
Optionally we can make a capture of the application "DjinnMapper" by cutting the sector belonging to the block that we want to edit to use it as a reference. When selecting, keep in mind that the right sidebar eats the last pixel of the image, so you must compensate. 2ª
We divide the size of our cut in half so that the measurements coincide with those of the image used in the 5º point.
Note 5: Using the Pain is the most practical way to resize it, there you can paste it and press the "-" key (Subtraction) to do it.
We adjust the measures of the grid in 8x8 pixels: 7º
We fit the grid correctly: 8º
We cut the object that we want to identify, in this case a cube:Note 6: When an object uses more than one palette, it captures these pieces separately, optionally you can convert the image to gray scale, it is difficult for me to use it as reference in that way. 9º
We pass the cut to YY-CHR and edit your palette as we see fit.Note 7: Some images may require more editing or it may just be better to redesign them to make them easier to distinguish. 10º
We identify the sector where the object comes from in the DjinnMapper:In this case the first tile is located in sector 64. 11º
From now on we will have to place all the objects in the YY-CHR using the previous criterion and periodically examine the DjinnMapper result to avoid errors, in this way we will also find new areas that will help you identify new objects.Use F7 on DjinnMapper and YY-CHR to update the changes, and remember that DjinnMapper also has a graphics editor.Note 8: Currently DjinnMapper has a palette of 4 colors so you should squeeze to the maximum.
And this is the final result.
* To follow this tutorial, you can use the normal YY-CHR, this modification does not really add anything signficativamente innovator.