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Posted on 12-30-17, 10:48 am


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Hello, i tried to insert a recolored bg to the classic grassland level, but its messed up with holes and wrong tiles. Colors are even less than the original. It tried both the editor and the backgroundtiler with the same result. In the editor, it appears normal but ingame it looks shitty.

Posted on 12-30-17, 12:41 pm
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hey, look at the original background in-game. I mean, the one with peach's castle. look at the flags on the castle, notice anything? they're animated, animated tiles.
NSMBe doesn't handle those, so I'd recommend you only recolor the graphic files for the background itself.

head over to the ROM file browser, then locate and open these:

d_2d_I_M_free_nohara_W1_1_ncg.bin
d_2d_I_M_free_nohara_W1_1_ncl.bin

from there, either edit the pallete manually or export to PNG, edit and reimport.
Posted on 12-30-17, 04:20 pm


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Thank you very much, it works now. Since you have experience with graphic, i have another question. I'm editing the tileset now, which means i actually just change the palette. Everytime i insert a tileset with a palette, it completeley messes up the second one. The second palette itself stays the same, but the matching colors all are different. I just dont understand the logic, since the palettes pixel and color numbers are equal.
For now, i think i will just add some colors to the first palette, since i dont even use 50% of the 256 colors atm. But i wold like to know if there is a way to import palette only or something. (If make the second palette matching and reimport, it messes up the first palette) I already tried all import settings.
Posted on 12-30-17, 04:43 pm
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I'm not sure what you mean honestly.

you can 'import a tileset using existing palette' which will import your bitmap relying on your palette and not replace it, but since it's not relying on the other palette for the colors it picks, it often ends up broken on the second palette.

you can also export your bitmap to PNG with all palettes and to edit it however you want, then import it back recreating all palettes.

as for importing a palette alone, you can import/export palettes from the ROM browser, but I doubt that what you're looking for.
Posted on 12-30-17, 05:20 pm (rev. 1 by guyyoudontknow on 12-30-17, 05:20 pm)


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Posted by Thierry
I'm not sure what you mean honestly.

you can 'import a tileset using existing palette' which will import your bitmap relying on your palette and not replace it, but since it's not relying on the other palette for the colors it picks, it often ends up broken on the second palette.

you can also export your bitmap to PNG with all palettes and to edit it however you want, then import it back recreating all palettes.

as for importing a palette alone, you can import/export palettes from the ROM browser, but I doubt that what you're looking for.

that's exactly what's not working. It doesnt matter which palette i do import, nor whith wich of those two options, it will always
mess up the other palette.
Exporting a palette and edit it myself is also an option, but i dont know how to use bin files.
Posted on 12-30-17, 06:10 pm
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umm, of course if you import a bitmap for one palette, the result on the other palette is going to change accordingly.

there's only one bitmap. not one per palette.

try "export all bitmaps with all palettes", make your edits and import it all back in using "import all bitmaps with all palettes".
Posted on 12-31-17, 01:07 am (rev. 1 by guyyoudontknow on 12-31-17, 01:09 am)


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Posted by Thierry
umm, of course if you import a bitmap for one palette, the result on the other palette is going to change accordingly.

.

Of course? That isnt as natural as you think. In GBA Games for example, there are multiple palettes used for one bitmap. It doesnt matter if you change a palette, all other palettes stay untouched. You can even edit the palette itself, without touching the picture at all.

there's only one bitmap. not one per palette.

try "export all bitmaps with all palettes", make your edits and import it all back in using "import all bitmaps with all palettes".


Got that now. Thank you. Didn't know it puts those together in one bitmap.

After finishing the grassland with my workaround, i've tried your solution on another tileset. It was jyotyu. Guess what happened?

Luckily i make back ups. Now the GL tileset is also changed as intended. Can you suggest some tutorials to change the jyotyu(and matching animation) tileset and especially the palette? Because if i change the animations palette (/root/BG_ncl/d_2d_A_J_jyotyu_ncl.bin) it also changes the palette for other stuff. I think repointing the specific tileset to a custom, additionally added palette would be a solution, if that is possible yet, in NSMB. I also searched online a lot, but most tutorals sadly are cheap, short or inchoate.
Posted on 12-31-17, 01:19 am
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for jyotyu, usually importing with existing pallete does the trick. but yeah, unless you know what you're doing don't replace jyotyu palettes. also there's a whole set of them (all the variations for stuff like underground, winter, fire).

also I think you can find tutorials easily enough through search.
Posted on 12-31-17, 04:45 am


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Posted by Thierry
for jyotyu, usually importing with existing pallete does the trick. but yeah, unless you know what you're doing don't replace jyotyu palettes. also there's a whole set of them (all the variations for stuff like underground, winter, fire).

also I think you can find tutorials easily enough through search.

How am i supposed to import with existing palette, if the palette is the thing i want to change? I already searched a lot. There is plenty of stuff. But like i said
but most tutorals sadly are cheap, short or inchoate.

or it*s simply nothing i was looking for. Maybe someone else can help?
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