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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! Big Grin
What I did was change the format to 15bpp and just scroll through the ROM itself, usually the palettes are grouped together. And that's if you're lucky, other times, like Megaman Zero, the palettes are after each individual sprites.
(07-02-2019, 05:56 AM)Deathbringer Wrote: [ -> ]What I did was change the format to 15bpp and just scroll through the ROM itself, usually the palettes are grouped together. And that's if you're lucky, other times, like Megaman Zero, the palettes are after each individual sprites.

Alrighty, I'll give that a try later. Wish me luck!  Wink

EDIT: Nope. That didn't work either.

See, here's the problem: With the GBA version of The Eternal Night, half of the graphics are stored in 4bpp format and the other half are stored in 8bpp, so when I find a junk tile in the ROM that I think is the palette for that set of sprites and do all the steps to acquire the palette, it turns out it was the incorrect palette.

As a result, the graphics I'm wanting to rip mostly come out like this:
[attachment=9742]

*sigh* It would be so much easier if I knew someone who had previously ripped graphics from this game before (with Tile Molester, of course).
Tile Molester isn't very good with palette exploration but if you must use TM only, set your codec to 15bpp BGR(?) and mode to 2D, canvas width to 2 and closely look at the pixels. You'll notice some palette-like pixel groups eventually.

Personally I'd use GGD, because its palette explorer is much better.

But the best way would be to dump an OBJ palette with VBA's vram viewer and search for those papette bytes in the ROM.