09-24-2008, 02:52 PM
(09-24-2008, 02:16 PM)EliteKill Wrote: Wow, I'm confused. I used to work with Photoshop, but I never worked wit tile programs. I am willing to help, but maybe a quick guide? Here is what I got when I opened up hmet.b:View > Codec > 4bpp linear, reverse-order. That should make the sprites show up.
http://i35.tinypic.com/sdin3c.png
As for the palette, it's (usually) at the bottom of the sprite file. Raccoon Sam already explained how to get it. (I use GGD to help get the palette offsets, though.)
(09-24-2008, 01:56 AM)Raccoon Sam Wrote: If you're using Tile Molester (which you really should), go to the very, very end of the file, and observe where the normal sprites end and where the garbled mess starts. The seam between those two is the start of the palette data. Resize the canvas to 1x1 so you have a 8x8 pixels view, and slowly push right and left keys so you get the absolute offset of the garbage's starting point. Once you're there, check one of the cells in the bottom of the window that has the offset in hex, and convert it to decimal.
The rest is just self-explanatory. Hit 'Palette > Import from.. > this file...' and type in the decimal offset, select "15bpp RGB" from the 'palette type' drop-down menu, set the size to 512 (I'm sure that's enough. If palettes are missing, shift it to 1024 or something) and hit OK.
If you fail -
- Check the offset again. It's pretty much always an absolute value (like, 0x54390, NOT 0x5438F. Ends in 0.)
- Change the byte order from the import palette menu. I don't remember if it was Intel or Motorola, try both.
If you succeed -
- You're awesome