07-01-2019, 07:57 PM
As the title states, this is a question to anyone who rips sprites using Tile Molester.
I'm currently trying to rip sprites from the GBA version of The Legend of Spyro: The Eternal Night using Tile Molester (version 0.19 for the curious), but I have a question to anyone who uses TM for sprite ripping purposes: Is there a way to locate the color palette for graphics that are stored in 8bpp format?
The reason I'm asking is because most of the sprites from the GBA version of The Eternal Night have their graphics stored in 8bpp linear format in the game's ROM. I can arrange the bytes and tiles for these sprites properly with TM, it's finding the palettes that I'm having a problem with.
Any help would be greatly appreciated!
I'm currently trying to rip sprites from the GBA version of The Legend of Spyro: The Eternal Night using Tile Molester (version 0.19 for the curious), but I have a question to anyone who uses TM for sprite ripping purposes: Is there a way to locate the color palette for graphics that are stored in 8bpp format?
The reason I'm asking is because most of the sprites from the GBA version of The Eternal Night have their graphics stored in 8bpp linear format in the game's ROM. I can arrange the bytes and tiles for these sprites properly with TM, it's finding the palettes that I'm having a problem with.
Any help would be greatly appreciated!