01-03-2009, 06:20 AM
Well, I've been aware of this for some time now, but didn't really pay all that much attention it. It wasn't until recently when it hit me so hard that I'd consider it a really annoying bug.
So ok, let's take Super Bomberman 4.
Battle mode, everyone's a Jet Bomber, everything's cool.
So I open the game in Tile Molester, and whaddya know, sprites just screaming to be ripped. At this point, anyone would probably screw around at least a bit, and possibly do the mistake I'm trying to help you avoid... selecting something.
You see, at this point, Tile Molester handles the two whites seen in the palette as separate colors. One white for the rocket's shade, and one for the helmet's. TM continues to think so until you select an area or do an action such as mirroring or rotating.
The thing is, if you did select or rotate or flip anything while using a palette that has two of the same color (white in this case), the same colors on the other palettes will merge, resulting in lossy sprites, as seen in the image above. The white color is forgotten entirely and the orange overrides it.
If you had not selected anything, but gone straight into the palette that has no duplicate colors, the sprites would be alright.
Another, maybe a better example would be the black background. This is your beginning point:
If you do absolutely nothing and change the first color on the palette, you will be granted with optimal results:
However, if you accidentally select the sprite area and then attempt to change the background color, tough luck; the colors have been merged.
There's no way of fixing this, but there is a way of avoiding it. If you ever see duplicate color entries in the palette;
-Double-click them and change to something else and recolor them back later in Paint.
-Rip the other possible palettes of the sprite first, assuming they contain only 'unique' colors.
Hope this was helpful.
So ok, let's take Super Bomberman 4.
Battle mode, everyone's a Jet Bomber, everything's cool.
So I open the game in Tile Molester, and whaddya know, sprites just screaming to be ripped. At this point, anyone would probably screw around at least a bit, and possibly do the mistake I'm trying to help you avoid... selecting something.
You see, at this point, Tile Molester handles the two whites seen in the palette as separate colors. One white for the rocket's shade, and one for the helmet's. TM continues to think so until you select an area or do an action such as mirroring or rotating.
The thing is, if you did select or rotate or flip anything while using a palette that has two of the same color (white in this case), the same colors on the other palettes will merge, resulting in lossy sprites, as seen in the image above. The white color is forgotten entirely and the orange overrides it.
If you had not selected anything, but gone straight into the palette that has no duplicate colors, the sprites would be alright.
Another, maybe a better example would be the black background. This is your beginning point:
If you do absolutely nothing and change the first color on the palette, you will be granted with optimal results:
However, if you accidentally select the sprite area and then attempt to change the background color, tough luck; the colors have been merged.
There's no way of fixing this, but there is a way of avoiding it. If you ever see duplicate color entries in the palette;
-Double-click them and change to something else and recolor them back later in Paint.
-Rip the other possible palettes of the sprite first, assuming they contain only 'unique' colors.
Hope this was helpful.