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general:guides:tile_molester_graphics_guide [2020/10/28 01:17] – updated tmspec.xml, old one was missing options felixwrightgeneral:guides:tile_molester_graphics_guide [2022/09/17 09:18] felixwright
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 +----
 ======Tile Molester Graphics Guide====== ======Tile Molester Graphics Guide======
 ''By FelixWright, A.K.A. Cosmic'' ''By FelixWright, A.K.A. Cosmic''
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 Let's get started. Let's get started.
  
 +----
 =====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.
  
 +----
 ====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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 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.]]
  
 +----
 +=====Known Issues with Tile Molester=====
 +Tile Molester isn't very smart. 
 +
 +====Palettes====
 +If you use a palette that has the same color in multiple slots, the graphics will get messed up. For best results, only use palettes with unique colors in every slot.
 +
 +If you mess with palettes in TM, don't swap to other palettes. Probably due to the issue above, it messes things up catastrophically. For best results, edit palettes in an external program and either reload the ROM to use them, or load them in as an external file.
 +
 +====Copy/Paste====
 +If you undo after pasting graphics, the tile the graphics were pasted over will become blank.
 +
 +====Zoom====
 +If you paste graphics before zooming out, the pasted graphics will be de-selected.
  
 ====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 (.bat file) containing ''java -jar tm.jar'' and save it 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.
  
 +----
 =====Using Tile Molester===== =====Using Tile Molester=====
  
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 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. 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.
  
 +----
 =====Finding 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.
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 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.
  
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 =====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)''
  
 +----
 =====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. 
  
 +----
 =====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 
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 Once you have that out of the way it's time you copied it out of the ROM. Select ''Edit -> Copy To...'', name your file, set its destination, and save the image. Well done, you have ripped your first set of graphics! Once you have that out of the way it's time you copied it out of the ROM. Select ''Edit -> Copy To...'', name your file, set its destination, and save the image. Well done, you have ripped your first set of graphics!
  
- +----
 =====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.
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 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.
  
 +----
 =====Saving 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: 2024/05/26 22:23 by felixwright