Harvest Moon SNES tileset.
#16
Posted 17 February 2007 - 02:18 PM
#17
Posted 17 February 2007 - 02:21 PM
BTW I'm not asking for a link just a name so I can google it.
EDIT: oh ya I'm using ROMview and the tiles seem t be in 8x8 format but the problem is that it isn't ripping all of the tiles.
Edited by Evan the great, 17 February 2007 - 02:24 PM.
#18
Posted 17 February 2007 - 02:40 PM
#19
Posted 17 February 2007 - 03:01 PM
Valerie's Harvest Moon Tiles of DOOM!!!!
Edited by Valerie, 17 February 2007 - 03:01 PM.
#20
Posted 17 February 2007 - 03:23 PM
#21
Posted 17 February 2007 - 03:29 PM
Sharon: Do you know of any way to rip things from the tile viewer and the palette remaining unaltered? Every time I save as a BMP (or a PNG) the palette is condensed and all screwed up.
#22
Posted 18 February 2007 - 08:56 AM
I agree. Minish Cap's graveyard is giving me problems with these though
This is what I do.
First I go to the pallete viewer, and find which CSet I want in ZQ.
I then open ZQuest, and go to a blank level pallete.
On the Pallete Viewer, click on the colour you want. You should then see at the bottom a large square with the colour in and three RGB numbers next to it.
In ZC, use the Numeric Keypad to make this colour using DOUBLE of the RBG numbers you see next to the colour square, and this should get you the exact same colour.
Repeat 15 more times for the other colours.
Edited by Limzo, 18 February 2007 - 09:00 AM.
#23
Posted 18 February 2007 - 02:11 PM
EDIT:YAY
ENJOY
Edited by Evan the great, 19 February 2007 - 01:59 AM.
#24
Posted 21 February 2007 - 12:28 AM
I'll have some more screen shots up soon
#25
Posted 21 February 2007 - 02:48 AM
However, don't set your plans in stone. It's not necessary to go all-or-nothing when it comes to tiles. Just start ripping stuff and putting it into a ZC-friendly format. Remember that a tileset requires a very large amount of planning and organization to be complete; if that doesn't end up being conducive or a useful thing to do, then scrap the idea and focus on simple rips.
At that point you can just put the tiles (and various palettes) into ZC-compatible GIF files and submit them as loose tiles. If that's not enough to transmit all the content you've compiled, then a QST file could be useful. Just don't try to make it a functional tileset unless it lends itself to that usage. After all, you can either build with it as-is, or you can't, so why not be straight with the developers and tell them whether or not it's fit for questbuilding?... They'll thank you in the end. (And if they don't, then screw 'em. )
Valerie I only have one question for you...HOW DOD YOU RIP THOSE TILES SO F***ING NICLY???
I'm trying to use ROMview and all the tiles come out pretty crappy.
It's either an accurate representation of the tiles, or its not.
When in doubt, sometimes it's best to go into the emulator, turn various layers on and off, and rip directly from the screen captures. If you have a suitable paint program, then that'll often produce the best results, even if you have to end up recoloring tiles and rearranging the palette once you get it into ZQuest.
#26
Posted 21 February 2007 - 03:08 AM
The majority of the tiles here are layed out in 16x16 and are ready to be ripped into ZC within a few seconds. Simple, right?
Well, in other ROMs the programmers were lazy and the 8x8 tiles are arranged in a total mess where you can't tell what is what. Like TotR...
Ouch... I've seen worse, although this is definitely not as easy as BS-Zelda was. For this ROM, we'll have to make use of the Step utility in the grabber (press the "S" key, and drag the mouse around :O), and use the overlay tool and the Alt-Arrows to put everything in order ourselves. Also, here's another tip. Click on the box in the tile editor with the white boxes so it becomes a rectangle, and now you can select rectangular shapes instead of just rows. Now that it's selected, use the Alt-arrow keys and be amazed, everything in the image moves! Select more tiles then there are in the image and you can move a large object around easily.
#27
Posted 21 February 2007 - 04:40 AM
I think BS Zelda was probably like that because it was a reprogrammed version of the original Zelda, which only dealt with 16x16 pixel tiles and nothing else (neither bigger nor smaller).
I hope your instructions are useful to others. If you end up writing much more than that, consider putting it into tutorial form so it can be archived somewhere...
#28
Posted 21 February 2007 - 03:52 PM
Revfan9:
I think BS Zelda was probably like that because it was a reprogrammed version of the original Zelda, which only dealt with 16x16 pixel tiles and nothing else (neither bigger nor smaller).
Well, that kind of makes sense, as the SNES's processor is backwards-compatible with the 6502, although there would be a bit of coding still involved.
Anyhow, the "R" key when ripping from screenshots (if you already have the palette) is your best friend if you can't make out what something is suppossed to be.
#29
Posted 21 February 2007 - 03:54 PM
I think BS Zelda was probably like that because it was a reprogrammed version of the original Zelda, which only dealt with 16x16 pixel tiles and nothing else (neither bigger nor smaller).
I hope your instructions are useful to others. If you end up writing much more than that, consider putting it into tutorial form so it can be archived somewhere...
What about my information right up at the top of the page?
Can GBA ripping and SNES ripping not go together?
#30
Posted 21 February 2007 - 04:41 PM
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