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general:guides:tile_molester_graphics_guide [2018/04/01 14:00]
felixwright
general:guides:tile_molester_graphics_guide [2018/12/06 12:15] (current)
felixwright
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 Let's get started. Let's get started.
  
-________________________________________________________________________ 
-=====1. What is Tile Molester?​===== 
  
 +=====What is Tile Molester?​=====
 Tile Molester is a cross-platform graphics editor for video game ROMs such as .SMC, .NDS, and .GBA. It was created in 2005 by SnowBro. Tile Molester is a cross-platform graphics editor for video game ROMs such as .SMC, .NDS, and .GBA. It was created in 2005 by SnowBro.
  
-________________________________________________________________________ 
-=====2. Downloading Tile Molester===== 
  
 +====Downloading Tile Molester====
 Tile Molester 0.16 can be [[http://​www.romhacking.net/​utilities/​109/​|downloaded from RHDN.]] Tile Molester 0.16 can be [[http://​www.romhacking.net/​utilities/​109/​|downloaded from RHDN.]]
  
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 This tutorial covers Tile Molester 0.16, and may not cover features that exist in the alternate/ mod branches of TM. This tutorial covers Tile Molester 0.16, and may not cover features that exist in the alternate/ mod branches of TM.
- 
-By default, Tile Molester can open *.gfx files, but it does not correctly support Tile Layer Pro palette files. (*.tpl) [[https://​www.mediafire.com/?​3j8509c52y84cvh|If you replace tmspec.xml with this XML (MediaFire)]],​ you will have a choice between CF00 *.tpl files (GBA Accurate) and CF01 *.tpl files. (Super Nintendo Accurate) 
  
 If you wish to improve upon Tile Molester 0.16, the source can be found [[https://​www.romhacking.net/​documents/​431/​|Here on RHDN.]] If you wish to improve upon Tile Molester 0.16, the source can be found [[https://​www.romhacking.net/​documents/​431/​|Here on RHDN.]]
  
-________________________________________________________________________ 
-=====3. Tile Molester Not Working?​===== 
  
 +====Tile Molester Not Working?​====
 That would be Java's fault. If Tile Molester gives errors, Try running it as an Administrator. If that still doesn'​t work, Make a batch file containing ''​java -jar tm.jar''​ and save it as ''​runtm.bat''​ in the tile molester folder. That would be Java's fault. If Tile Molester gives errors, Try running it as an Administrator. If that still doesn'​t work, Make a batch file containing ''​java -jar tm.jar''​ and save it as ''​runtm.bat''​ in the tile molester folder.
  
 If Tile Molester doesn'​t start at all, you might need to install or update Java first. If Tile Molester doesn'​t start at all, you might need to install or update Java first.
  
-________________________________________________________________________ 
-=====4. Shortcuts===== 
  
-Before we get into the nitty-gritty ​you should probably learn more about how to actually use this program. For general purposes, here'​s ​what you will need to know:+=====Using Tile Molester===== 
 + 
 +====Keyboard Shortcuts==== 
 +Before we get into graphics editing ​you should probably learn more about how to actually use this program. For ROMhacking, here is a comprehensive list of Tile Molester'​s ​various keyboard shortcuts:
  
 ^Key Combination ^Description ​                                                           ^ ^Key Combination ^Description ​                                                           ^
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 |CTRL + O                       ​|{{:​general:​guides:​open.png|}} Open a file               | |CTRL + O                       ​|{{:​general:​guides:​open.png|}} Open a file               |
 |CTRL + S                       ​|{{:​general:​guides:​save.png|}} Save a file               | |CTRL + S                       ​|{{:​general:​guides:​save.png|}} Save a file               |
-________________________________________________ 
  
 And now that you know this let's look at some other features. And now that you know this let's look at some other features.
  
-________________________________________________________________________ 
-=====5. Bookmarks===== 
  
 +====Bookmarks====
 In Tile Molester, Bookmarks can be found in the ''​Navigate''​ tab and are used to quickly jump to a specific offset of Graphical Data. Bookmarks can be very handy when making changes to graphics, and are pretty easy to set. Once you are at a specific offset you want to bookmark, simply select the ''​Bookmark Icon''​ {{:​general:​guides:​bookmark.png|}} or ''​Navigate -> Add to Bookmarks...''​ and a new window should appear. This window allows you to type a ''​description''​ for your Bookmark, and assign it to a specific bookmarks folder or location. Once you give it a ''​description''​ and assign the new bookmark to a favored location, select ''​OK''​. Doing this will add your bookmark to the ''​Navigate''​ tab, and can be accessed at any time once the ROM is loaded. In Tile Molester, Bookmarks can be found in the ''​Navigate''​ tab and are used to quickly jump to a specific offset of Graphical Data. Bookmarks can be very handy when making changes to graphics, and are pretty easy to set. Once you are at a specific offset you want to bookmark, simply select the ''​Bookmark Icon''​ {{:​general:​guides:​bookmark.png|}} or ''​Navigate -> Add to Bookmarks...''​ and a new window should appear. This window allows you to type a ''​description''​ for your Bookmark, and assign it to a specific bookmarks folder or location. Once you give it a ''​description''​ and assign the new bookmark to a favored location, select ''​OK''​. Doing this will add your bookmark to the ''​Navigate''​ tab, and can be accessed at any time once the ROM is loaded.
  
-________________________________________________________________________ +====Loading ​Palettes ​from a File==== 
-=====6. Palettes=====+By default, Tile Molester can open any raw graphics file format, but it does not correctly support Tile Layer Pro palette files. (*.tpl) [[https://​www.mediafire.com/?​3j8509c52y84cvh|If you replace tmspec.xml with this XML (MediaFire)]],​ you will have a choice between CF00 *.tpl files (GBA Accurate) and CF01 *.tpl files. (Super Nintendo Accurate)
  
-Compared to finding the Graphics Data, finding Palette Data can be little trickier. Generally ​palette ​data is near the graphics dataUse the arrow keys to shift columns until garbage you think is palette data is at the top left cornerGenerally if it's nearby graphics data it will be either before or after the graphics data.+If you're loading ​a palette ​from __SNES__ TPL: Select ''​Palette -> Import From -> Another File...,'' And make sure ''​Files of Type''​ is set to ''​CF01 TLP File (*.tpl)''​
  
-Convert that offset to decimal, select ​''​Palette -> Import From -> This File...''​and paste it into the offset box and set size to 9999. The format should be ''​15bpp BGR (555)''​, and the byte order should be ''​Intel''​. ​Click OK, and the palette should have changed. If it's not the correct palette data, rinse and repeat until you find the correct one.+If you're loading a palette from __GBA__ TPL: Select ​''​Palette -> Import From -> Another ​File...,'' ​And make sure ''​Files of Type'' ​is set to ''​CF00 TLP File (*.tpl)''
  
-NOTEIf you're loading ​palette from __SNES__ TPL: Select ''​Palette -> Import From -> Another File...,''​ And make sure ''​Files of Type''​ is set to ''​CF01 TLP File (*.tpl)''​+====Locating Palettes in ROM==== 
 +NoteThis isn'foolproof methodPalettes can often be in arbitrary locations in the ROM.
  
-ALSO NOTE: If you're loading ​a palette ​from __GBA__ TPL: Select ''​Palette -> Import From -> Another File...,'' And make sure ''​Files of Type''​ is set to ''​CF00 TLP File (*.tpl)''​+Compared to finding the Graphics Data, finding Palette Data can be little trickier. Generally ​palette ​data is near the graphics dataUse the arrow keys to shift columns until garbage you think is palette data is at the top left cornerGenerally if it's nearby graphics data it will be either before or after the graphics data.
  
-________________________________________________________________________ +Convert that offset to decimal, select ''​Palette -> Import From -> This File...'',​ and paste it into the offset box and set size to 9999. The format should be ''​15bpp BGR (555)'',​ and the byte order should be ''​Intel''​. Click OK, and the palette should have changed. If it's not the correct palette data, rinse and repeat until you find the correct one.
-=====7Finding your Graphics=====+
  
 +
 +=====Finding Graphics=====
 If you're using Tile Molester you probably already know what you're looking for. If you do, ''​Open''​ {{:​general:​guides:​open.png|}} the extracted graphics. If you can't see the file you want to open in TM, make sure ''​Files of Type''​ is set to ''​all files (*.*)''​ in the open menu. Otherwise, ''​Goto...''​ {{:​general:​guides:​goto.png|}} to find it within ROM. A window will open for you to enter an offset. If you're using hexadecimal,​ replace ''​0x''​ with ''​00''​. Otherwise, convert it to decimal, select the decimal option, paste it in and go. If you're using Tile Molester you probably already know what you're looking for. If you do, ''​Open''​ {{:​general:​guides:​open.png|}} the extracted graphics. If you can't see the file you want to open in TM, make sure ''​Files of Type''​ is set to ''​all files (*.*)''​ in the open menu. Otherwise, ''​Goto...''​ {{:​general:​guides:​goto.png|}} to find it within ROM. A window will open for you to enter an offset. If you're using hexadecimal,​ replace ''​0x''​ with ''​00''​. Otherwise, convert it to decimal, select the decimal option, paste it in and go.
  
 I highly suggest setting the internal window to max size (the ROM window) and increasing gfx width to ''​32''​. Not only will this make finding the right graphics easier, but you'll be viewing the graphics in the same way nintendo drew/input them. Shift columns as needed until you get it just right with very little garbage. Shift pixels as needed. I highly suggest setting the internal window to max size (the ROM window) and increasing gfx width to ''​32''​. Not only will this make finding the right graphics easier, but you'll be viewing the graphics in the same way nintendo drew/input them. Shift columns as needed until you get it just right with very little garbage. Shift pixels as needed.
  
-________________________________________________________________________ + 
-=====8. Codecs=====+=====Codecs=====
 NOTE: This only applies to you if you are loading raw file types such as .gfx, and loading it creates a jumbled pixelly mess. NOTE: This only applies to you if you are loading raw file types such as .gfx, and loading it creates a jumbled pixelly mess.
  
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 However, if you are editing a .GFX file for a Super Nintendo, your codec should be set to ''​4bpp planar, composite (2 x 2bpp)''​ However, if you are editing a .GFX file for a Super Nintendo, your codec should be set to ''​4bpp planar, composite (2 x 2bpp)''​
-________________________________________________________________________ 
-=====9. Ripping===== 
  
 +=====Ripping=====
 So now, you have the correct graphics, and the correct palette. All you need to do is assemble the parts and extract them from the ROM. Use your mouse to select what you want to extract, and ''​Copy''​ {{:​general:​guides:​copy.png|}} that selection. Drag the scrollbar down to the bottom of the ROM, and ''​Paste''​ {{:​general:​guides:​paste.png|}} it. You've just pasted your graphics into what spriters call the ''​Playground.''​ This area should be completely empty. Use your mouse to select and drag tiles together into usable graphics for other stuff. ​ So now, you have the correct graphics, and the correct palette. All you need to do is assemble the parts and extract them from the ROM. Use your mouse to select what you want to extract, and ''​Copy''​ {{:​general:​guides:​copy.png|}} that selection. Drag the scrollbar down to the bottom of the ROM, and ''​Paste''​ {{:​general:​guides:​paste.png|}} it. You've just pasted your graphics into what spriters call the ''​Playground.''​ This area should be completely empty. Use your mouse to select and drag tiles together into usable graphics for other stuff. ​
  
-________________________________________________________________________ 
-=====10. Extracting===== 
  
 +=====Extracting=====
 When you're satisfied with your rip, move it all to the top-left corner, and reduce width and height until it is just your  When you're satisfied with your rip, move it all to the top-left corner, and reduce width and height until it is just your 
 graphics. Now it's ready to extract. Feel free to change the type of palette format by selecting ''​Palette -> Format -> yourchoicehere''​. graphics. Now it's ready to extract. Feel free to change the type of palette format by selecting ''​Palette -> Format -> yourchoicehere''​.
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-________________________________________________________________________ 
-=====11. Editing===== 
  
 +=====Editing=====
 Editing Graphics is a pretty straightforward operation, once you match the palette data to what you're currently editing. In Tile Molester, there are five graphics editing tools: the ''​dropper''​ tool, the ''​brush''​ tool, the ''​line''​ tool, the ''​flood fill''​ tool, and the ''​color replacer''​ tool. Note that since you will be operating with that is in the current palette, there is no color picker. Editing Graphics is a pretty straightforward operation, once you match the palette data to what you're currently editing. In Tile Molester, there are five graphics editing tools: the ''​dropper''​ tool, the ''​brush''​ tool, the ''​line''​ tool, the ''​flood fill''​ tool, and the ''​color replacer''​ tool. Note that since you will be operating with that is in the current palette, there is no color picker.
  
 The first color of your palette will always be the background, or ''​transparent'',​ colour. If you want to "​erase"​ something, you swap to that color and brush it in. Every other color in the palette is fair game. You can select these colours by either clicking them in the palette viewer or using the ''​dropper''​ tool. Once you have your color selected you can do one of three things to edit graphics: You can edit individual pixels with the ''​brush''​ tool, fill in closed areas with a particular color using the ''​flood fill''​ tool, or replace one color with another entirely using the ''​color replacer''​ tool. From there, editing the graphics is as easy as using MS paint to draw. It is still important to remember, however, to edit things in their respective tiles. The first color of your palette will always be the background, or ''​transparent'',​ colour. If you want to "​erase"​ something, you swap to that color and brush it in. Every other color in the palette is fair game. You can select these colours by either clicking them in the palette viewer or using the ''​dropper''​ tool. Once you have your color selected you can do one of three things to edit graphics: You can edit individual pixels with the ''​brush''​ tool, fill in closed areas with a particular color using the ''​flood fill''​ tool, or replace one color with another entirely using the ''​color replacer''​ tool. From there, editing the graphics is as easy as using MS paint to draw. It is still important to remember, however, to edit things in their respective tiles.
  
-________________________________________________________________________ 
-=====12. Saving Graphics to ROM===== 
  
 +=====Saving to ROM=====
 So you've just finished editing the graphics in your ROM, and want to save them. How can this be done in Tile Molester, you ask? To start, ''​Close any other Programs that may be Using your ROM''​. Otherwise, the graphics will fail to save to memory because it is currently being run. Now you should be able to save graphics correctly. There are a few different ways you can ''​Save''​{{:​general:​guides:​save.png|}}:​ Obviously, ''​Save''​ simply saves what you have done in Tile Molester to ROM. ''​Save As...''​ allows you to save a copy to a different directory, name,  or filetype. Finally, ''​Save All''​ will save all graphical changes from every open Tile Molester window to their respective ROMs. Pick what's right for you, and save your ROM. Now, when it is opened, the graphics should have changed to your new ones! So you've just finished editing the graphics in your ROM, and want to save them. How can this be done in Tile Molester, you ask? To start, ''​Close any other Programs that may be Using your ROM''​. Otherwise, the graphics will fail to save to memory because it is currently being run. Now you should be able to save graphics correctly. There are a few different ways you can ''​Save''​{{:​general:​guides:​save.png|}}:​ Obviously, ''​Save''​ simply saves what you have done in Tile Molester to ROM. ''​Save As...''​ allows you to save a copy to a different directory, name,  or filetype. Finally, ''​Save All''​ will save all graphical changes from every open Tile Molester window to their respective ROMs. Pick what's right for you, and save your ROM. Now, when it is opened, the graphics should have changed to your new ones!
general/guides/tile_molester_graphics_guide.txt · Last modified: 2018/12/06 12:15 by felixwright