07-08-2021, 08:00 PM
(07-08-2021, 05:31 PM)Random Talking Bush Wrote:(07-07-2021, 06:29 PM)ACrashinTime Wrote:It's a bit technical, but if you have access to the decrypted OSB files (which, yeah, can be done with the same tool in the thread you linked to in your previous post), the palettes for those sprite sheets are stored at the location listed at 0x64 in the OSB's header (with 0x68 being for palette swap information), so using Copen as an example, his palette would be at 0x8BA4. You can then pair that palette with the red channel (green/blue are empty) of the respective sheets (the sheets themselves can be located in the offset linked to in the header's 0x4C offset, so 0x9180 -> 0x9198 for Copen, for example), the greyscaled image's colour indexes will match and should give you the correct result once you replace the palette:(07-07-2021, 05:25 PM)Random Talking Bush Wrote: I've already got a bunch of work-in-progress rips from this game (I mainly just need to label all of the animations and such), so you'll be seeing 'em up on tSR at a later time.
Curious how did you go about setting up the pallets from the osb files? since from what I know the best way I've seen is to just do it by hand, and that seems somewhat tedious haha
My script can output the palettes from those directly to *.PAL format (not the palette swaps, though, those still need to be manually extracted), but I don't have a method currently to auto-apply those upon extraction other than injecting the "fixed" sheet back into the OSB and re-extracting it. It's simple enough of a process that I can just apply the palettes after I'm done sheeting them, which is better anyway as some of the BMZ2 characters have identical/clashing palette shades (e.g. Jason's cape being the same as his outline) and I can adjust those slightly to keep recolourability intact.
Ah I see! I'll have to give this a shot when I get the chance! thanks a bunch dude!