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general:guides:tile_molester_graphics_guide [2022/09/17 12:22] – [Ripping] felixwrightgeneral:guides:tile_molester_graphics_guide [2023/06/05 21:26] (current) – Mention of XmlNotepad for rearranging bookmarks felixwright
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 ======Tile Molester Graphics Guide====== ======Tile Molester Graphics Guide======
-''By FelixWright, A.K.A. Cosmic''+''By FelixWright''
  
 Hello, and welcome to our current graphics guide for Tile Molester. Hello, and welcome to our current graphics guide for Tile Molester.
  
-The main goal of this guide is to teach newbies how to use this cross-compatible graphics editor for their own nefarious purposes.+The main goal of this guide is to teach newbies how to use this java-based cross-platform graphics editor for their own nefarious purposes.
  
 Let's get started. Let's get started.
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 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. 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.
  
-====Loading Palettes from a File==== +===Loading Palettes from a File=== 
-Tile Molester does not support Tile Layer Pro palette files with CF00 color format. (*.tpl) It also doesn't support Windows palette files with CF00 or CF01 color format. (*.pal) [[http://www.mediafire.com/file/ljn1p9xd57a1zvd/tmspec.xml|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), as well as CF01 *.pal files. (GBA Accurate)+Tile Molester does not support Tile Layer Pro palette files with CF00 color format. (*.tpl) It also doesn't support Windows palette files with CF00 or CF01 color format. (*.pal) [[general:guides:tile_molester_graphics_guide:tmspec.xml|If you replace tmspec.xml with this XML file]], you will have a choice between CF00 *.tpl files (GBA Accurate) and CF01 *.tpl files (Super Nintendo Accurate), as well as CF01 *.pal files. (GBA Accurate)
  
 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)'' 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)''
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 You can Byte Back with the -/_ key, but you cannot Byte Forward with the =/+ key. That being said, the keypad + and - keys work as expected. You can Byte Back with the -/_ key, but you cannot Byte Forward with the =/+ key. That being said, the keypad + and - keys work as expected.
  
-====Block Grid/Pixel Grid==== +====Grids==== 
-These grids are not functional.+The Block and Pixel grids are not functional
 + 
 +====Bookmarks==== 
 +You are unable to organize bookmarks within Tile Molester. However, you can use a tool like [[https://microsoft.github.io/XmlNotepad/#install/|XmlNotepad]] as a workaround. It makes rearranging your bookmarks as easy as dragging and dropping them around. Just remember to close tile molester before doing this.
  
 ---- ----
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 |{{:general:guides:tm_flood_fill.png}} Flood Fill             |LMB to fill similar colors with primary color. RMB for secondary color.                      | |{{:general:guides:tm_flood_fill.png}} Flood Fill             |LMB to fill similar colors with primary color. RMB for secondary color.                      |
 |{{:general:guides:tm_color_replacer.png}} Color Replacer     |LMB in canvas to replace all pixels of the same color with primary color. RMB for secondary. | |{{:general:guides:tm_color_replacer.png}} Color Replacer     |LMB in canvas to replace all pixels of the same color with primary color. RMB for secondary. |
-|{{:general:guides:tm_mover.png}} Mover                       |LMB or RMB to move current selection. RMB opens context menu upon release.                   |+|{{:general:guides:tm_mover.png}} Mover                       |LMB/RMB + drag or Arrows to move current selection. RMB opens context menu upon release.     |
 |{{:general:guides:tm_flip_h.png}} Mirror                     |Horizontally flips canvas, or current selection.                                             | |{{:general:guides:tm_flip_h.png}} Mirror                     |Horizontally flips canvas, or current selection.                                             |
 |{{:general:guides:tm_flip_v.png}} Flip                       |Vertically flips canvas, or current selection.                                               | |{{:general:guides:tm_flip_v.png}} Flip                       |Vertically flips canvas, or current selection.                                               |
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 |{{:general:guides:tm_shift_u.png}} Shift Up                  |Shifts canvas or current selection up one pixel. Loops back around.                          | |{{:general:guides:tm_shift_u.png}} Shift Up                  |Shifts canvas or current selection up one pixel. Loops back around.                          |
 |{{:general:guides:tm_shift_d.png}} Shift Down                |Shifts canvas or current selection down one pixel. Loops back around.                        | |{{:general:guides:tm_shift_d.png}} Shift Down                |Shifts canvas or current selection down one pixel. Loops back around.                        |
- 
----- 
  
 ====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.
  
-====Locating Palettes in ROM==== +====Codecs====
-Note: This isn't a foolproof method. Palettes can often be in arbitrary locations in the ROM. +
- +
-Compared to finding the Graphics Data, finding Palette Data can be a little trickier. Generally palette data is near the graphics data. Use the arrow keys to shift columns until garbage you think is palette data is at the top left corner. Generally 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. +
- +
----- +
-=====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)''
  
----- +====Finding Palettes==== 
-=====Finding Graphics=====+Note: This isn't a foolproof method. Palettes can often be in arbitrary locations in the ROM. 
 + 
 +Compared to finding the Graphics Data, finding Palette Data can be a little trickier. Generally palette data is near the graphics data. Use the arrow keys to shift columns until garbage you think is palette data is at the top left corner. Generally 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. 
 + 
 +====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.
  
----- +====Editing====
-=====Editing=====+
 Editing Graphics is a pretty straightforward operation, once you match the palette data to what you're currently editing.  Editing Graphics is a pretty straightforward operation, once you match the palette data to what you're currently editing. 
  
 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.
  
- +====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. 
  
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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!
  
----- +====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.1663417366.txt.gz · Last modified: 2022/09/17 12:22 by felixwright