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Posted on 07-31-11, 03:39 pm
Buster Beetle


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Dirbaio is working on some tileset fixes right now. Once he fixes them, I will make a tutorial on how to use 2 palette tilesets instead of the current 1 palette. It is possible now, but there are corruption issues that are complicated to get around. This means you will be able to import 256x224 tileset, doubling the current level editing.
Posted on 07-31-11, 04:27 pm
Roy Koopa


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Usefull for new hackers
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Posted on 07-31-11, 04:36 pm (rev. 2 by ImageBot on 11-21-16, 02:08 am)
Super Mario
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Yeah.

However, it's not "doubling" the tileset graphics.
Tilesets are ONE 256x112 graphics area, and TWO palettes. When you import multiple palette, the editor tries to match your image as closely as possible with your imported file so that: viewing the graphics with the 1st palette shows the 1st image, and viewing the graphics with the 2nd palette shows the 2nd image.

But that way you're much more restricted in terms of palette space. And I think that's the cause of the palette corruption...

I'll probably explain this in more detail, because the editor hides all these details from users, and then users gets confused.
Posted on 07-31-11, 05:15 pm (rev. 3 by ImageBot on 11-21-16, 02:08 am)
Buster Beetle


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Posted by Dirbaio
Yeah.

However, it's not "doubling" the tileset graphics.
Tilesets are ONE 256x112 graphics area, and TWO palettes. When you import multiple palette, the editor tries to match your image as closely as possible with your imported file so that: viewing the graphics with the 1st palette shows the 1st image, and viewing the graphics with the 2nd palette shows the 2nd image.

But that way you're much more restricted in terms of palette space. And I think that's the cause of the palette corruption...

I'll probably explain this in more detail, because the editor hides all these details from users, and then users gets confused.


So is there a way to minimize this effect so that there is less corruption?

I understand what you mean by the shared palettes between. So far, the only fixes I have found are using Photoshop to index the file with less pixel colors. Or I have also hand drawn some tiles that use colors different from the rest of the tileset. I use pixels that are used in other tiles so that the overall pixel count is less. The editor sees the incoming palettes and tried to match both like you are saying in the quote. The more pixel colors there are, the less accurate it can duplicate both palettes for the same given image.
Posted on 07-31-11, 06:53 pm
Super Mario
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In your case, you're lucky because Metroid graphics follow the NES's 4-color rule. So your tilesets have very few colors, and the editor can easily create the two palettes. With more colorful graphics, it's nearly impossible to get a good approximation because color combinations increase exponentially.

That's why you're having problems in 3-1-1. That tileset isn't NES graphics I don't think you can fit more tiles in there without more loss of quality. You could try reducing tiles by merging similar ones, though. For example, the horizontal stone you use for the floor, has many repeated tiles.

BTW, i've looked at your tileset, and it's completely corrupted. It is corrupted even in the first rom you sent me, before importing the image, so it has nothing to do with the two palette thing.

Rev 172 handles corrupted tilesets and objects better, so that it's possible to at least open the tileset and delete everything.
Posted on 07-31-11, 08:07 pm
Buster Beetle


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Thanks for the new rev fix.

So I guess I will have to get creative to finish the 3-1-1 level. So I am guessing this means that the same will hold true for sprites? The palettes will have to sort of teeter totter together.
Posted on 07-31-11, 09:51 pm
Super Mario
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Well, yes. There are some sprites that also use multiple palettes for the same image. For example, the Koopas are just one graphics file, but it uses 3 palettes, for green, red and blue.

In theory you can also do multi-palette importing, but that way you'd have to export/edit/import ALL the enemy palettes and ALL the graphics files that use these palettes. Probably you don't want that, so for enemy editing it's best to do it in the editor itself, with the existing palettes.
Posted on 07-31-11, 09:55 pm
Birdo


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Posted by Dirbaio
Well, yes. There are some sprites that also use multiple palettes for the same image. For example, the Koopas are just one graphics file, but it uses 3 palettes, for green, red and blue.

In theory you can also do multi-palette importing, but that way you'd have to export/edit/import ALL the enemy palettes and ALL the graphics files that use these palettes. Probably you don't want that, so for enemy editing it's best to do it in the editor itself, with the existing palettes.


Can we still change the palettes when editing enemies using ctrl+click?
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Posted on 07-31-11, 09:59 pm
Super Mario
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Yeah, of course it's possible.

I just meant that for the enemy sprites it's harder to edit the palettes, because there are only some palette files, that are used for many different enemies.
So to modify a palette, you have to make sure that you don't break any other graphic files.

btw, someone has (or can make) a list of which graphic files use which palettes?
Posted on 07-31-11, 11:32 pm
Buster Beetle


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Posted by Dirbaio
Yeah, of course it's possible.

I just meant that for the enemy sprites it's harder to edit the palettes, because there are only some palette files, that are used for many different enemies.
So to modify a palette, you have to make sure that you don't break any other graphic files.

btw, someone has (or can make) a list of which graphic files use which palettes?


Yeah, we just need a database. I know a lot of them.
It would need a column for;
-name
-folder
-palette/s
-description
-what size to use for each item in it
-4bbp image?

Posted on 08-18-11, 12:30 am
Buster Beetle


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I am not sure what revision improved it, but somehow 2 palette tileset import has improved extensively. I am not getting anywhere near the pixel corruption between palettes. Remember my SOTN level Dirbaio? I tried importing even more tiles into it. Before, I couldn't get even one more in without bad corruption. I imported a modified tileset that I had tried weeks ago back in. It did not corrupt anything today, where a few weeks ago (a few revs ago) it would really mess things up. So whatever changed, I am guessing maybe how the editor sorts different palette sizes, or something to do with import, fixed things a lot.
Posted on 08-18-11, 11:02 am (rev. 1 by ImageBot on 11-21-16, 02:08 am)
Super Mario
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That's really weird...
Could you try an old revision again and see it it's really due to a change I made?
The actual palette importing thing (ImageIndexer.cs) hasn't changed since r129...
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