08-14-2021, 08:15 AM
(This post was last modified: 08-14-2021, 09:01 AM by NerysRhys.
Edit Reason: (changed title a bit)
)
Hello,
I've been trying to rip sprites from Wonderswan Color Game, Digital Monster D-Project. I know that there are spritesheets of this game in the withthewill forums (since 2015), but I wanted to try my hand at it. (because I found out it was, in a way incomplete (a missing frame, another being 'warped'....) (and I wanted to post them here then, so that it'd be easier to find for other people)
At first I did it with YY-CHR, and even GGD, to make sure I would be able to get all the different position of the mons but without any way to find the palette with a savestate (for yy-chr), I finally turned to TileMolester.
I've found the offsets of all mons and their palettes, but at first I didn't know how to find the exact color. So I shrugged it off and just extracted them as is (in psychedelic colors), then turned to my emulator and took screenshots. But then it was a mess, so I searched a solution across the net.
It's only by looking at the palette format that I knew I was in a bind.
In some other thread here in vg-resource, I found out someone (EDIT: It was Deathbringer I think) had managed to make it so the colors would be correct. So, in the TileMolester xml, I inserted:
with the other color formats, and tried it out.
It looked good. And I thought all my problems were solved.
Until I came onto a digimon with darker colors than it was in screenshot I took of the emulator I use (OswanJ). Checking the colors, I found out they're a bit off...
For example, the first digimon you find when you open the ROM in TM,
From left to right: a screen from OswanJ, a screen from Cygne, and the one I extracted from the ROM.
The Cygne colors looks closer to the palette in the ROM, but the OswanJ's are brighter (and better, and that's what I am aiming for, tbh).
Anyway, how can I know which palette is the 'real' one when I get three different results? (I guess the answer to that is: the one from the ROM, duh) I'd really like to get them in the OswanJ palettes but even by tweaking the masks value in the xml, I can't seem to manage it. For example, one color (the small bright spot on Gigimon's forehead) is #ffcccc in the OswanJ palette, #f0c0c0 in Cygne, and e0c0c0 in the ROM. I thought about just getting the spirtes out, and then swap colors with Aseprite, but I'd rather not take the risk of making errors while replacing colors, like a color replaced getting replaced because it turns out it was already there but in another place. (It already happened )
Is there a way to tweak the rmask/gmask/bmask values to get to the desired results? (Because another digimon just look plain weird in the ROM's palettes!) If so, how?
I've been trying to rip sprites from Wonderswan Color Game, Digital Monster D-Project. I know that there are spritesheets of this game in the withthewill forums (since 2015), but I wanted to try my hand at it. (because I found out it was, in a way incomplete (a missing frame, another being 'warped'....) (and I wanted to post them here then, so that it'd be easier to find for other people)
At first I did it with YY-CHR, and even GGD, to make sure I would be able to get all the different position of the mons but without any way to find the palette with a savestate (for yy-chr), I finally turned to TileMolester.
I've found the offsets of all mons and their palettes, but at first I didn't know how to find the exact color. So I shrugged it off and just extracted them as is (in psychedelic colors), then turned to my emulator and took screenshots. But then it was a mess, so I searched a solution across the net.
It's only by looking at the palette format that I knew I was in a bind.
In some other thread here in vg-resource, I found out someone (EDIT: It was Deathbringer I think) had managed to make it so the colors would be correct. So, in the TileMolester xml, I inserted:
Code:
<directcolor id="CF07" bpp="16" rmask="0E00" gmask="00E0" bmask="000E">
<description>9bpp RGB (Wonderswan)</description>
</directcolor>
with the other color formats, and tried it out.
It looked good. And I thought all my problems were solved.
Until I came onto a digimon with darker colors than it was in screenshot I took of the emulator I use (OswanJ). Checking the colors, I found out they're a bit off...
For example, the first digimon you find when you open the ROM in TM,
From left to right: a screen from OswanJ, a screen from Cygne, and the one I extracted from the ROM.
The Cygne colors looks closer to the palette in the ROM, but the OswanJ's are brighter (and better, and that's what I am aiming for, tbh).
Anyway, how can I know which palette is the 'real' one when I get three different results? (I guess the answer to that is: the one from the ROM, duh) I'd really like to get them in the OswanJ palettes but even by tweaking the masks value in the xml, I can't seem to manage it. For example, one color (the small bright spot on Gigimon's forehead) is #ffcccc in the OswanJ palette, #f0c0c0 in Cygne, and e0c0c0 in the ROM. I thought about just getting the spirtes out, and then swap colors with Aseprite, but I'd rather not take the risk of making errors while replacing colors, like a color replaced getting replaced because it turns out it was already there but in another place. (It already happened )
Is there a way to tweak the rmask/gmask/bmask values to get to the desired results? (Because another digimon just look plain weird in the ROM's palettes!) If so, how?