News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Tile and Palette editing help.

Started by Jet3rd, February 18, 2019, 12:24:17 PM

Previous topic - Next topic

Jet3rd

So I am still really nooby when It comes to SM hacking and I wanted to know what I need to make custom tiles and recolor things, including items and doors.
Hopefully, I am not asking a dumb question and I also don't care if it's more complicated then just pulling up an editor cuz I want to learn to actually be good at this.

Jet3rd

Since nobody answered this, I have pretty much by now figured out everything for myself.

The only thing I really would like is a list of addresses to find certain things in tlp.
Such as where the pause menu is, map tiles, item tiles, and also I have no idea what palettes go towards the items like the beams.
So hopefully now someone can provide me with the remaining info however I am continuing to experiment.

nodever2

First of all, editing map tiles requires editing them in two places:
Quote from: -DC- on April 27, 2010, 07:04:21 PM
The way the map works is that it needs 2 tilesets with one tilemap.
D3200 in GAMEBOY mode: tileset for the minimap up in your HUD (and what you see in SMILE).
1B0000 in SNES mode: tileset for the main map in the pause screen and for the map when selecting a file.
See that thread for a lot of other info/research on maps by DC, who was working to create a large map patch which adds a bunch of new tiles.

If I recall correctly, opening up the area around 1B0000 in SNES mode will also contain pause menu related things. (Could be wrong about that one, though; I'l have to check for myself when I get the chance. Either way I was under the impression that pause screen graphics are uncompressed, meaning that if you scroll through the rom in a graphics editor like TLP then you might find them that way)

Items are drawn using graphics from the CRE (which is compressed), so you will need to export the CRE from SMILE and edit it, and then reimport it. For instructions, see this section of the SMMM, but export CRE instead of SCE graphics. Since CRE is the same for any area, you can have any tileset loaded while doing this. Most item pickups have two frames of animation, both of which you'll have to edit.

I am pretty sure beam palettes (and other things beam-related) can be edited with Black Falcon's Projectiler tool, though I've not yet used it for myself.

I know there are a bunch of palette locations for various things in the game listed here.

HUD palettes are part of a tileset's palette (similar to CRE).

I hope that points you towards at least some of what you are looking for!
Need help? Just ask.
My Hacks | My Resources

Jet3rd

Thank you!
This not only answers my question but also gives me even more very useful information that should allow me to complete my project without any more difficulty than the usual!

Rossolon

#4
what i want to know is how to add palettes i downloaded on to smile cuz im doing a remake of super metroid and there is a cool maridia palette i want to use. i know how to open it up properly but how can i transfer the tile table safely without it messing up everything. you wont answer me on msts streams and your gfx guides dont explain how. its starting to tick me off cuz i had everything lined up for renovating and i have to redo the added sequence breaks and apply the patches and hex edit space jump again.

Rossolon

never mind i figured it out. apologies for the unnecessary outburst. i just need to open graphics editor and import everything and not touch the cre