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Blaster master zero shantae sprites
Blaster master zero shantae sprites












blaster master zero shantae sprites blaster master zero shantae sprites

What I'm assuming is the case is that the palette (actual color data) starts at 0x8BA4 and ends at 0x8C0A? but I'm not really sure what I need to be doing to specifically apply this to the R segment of the RGB data, as when I untick alpha everything dissapears. (08-11-2021, 06:38 PM)ACrashinTime Wrote: Sorry to have to bring this old thread back again haha, trying to do the palettes through hex, I'm assume based on what you're saying that i need to make the palette file a NEW file from the original OSB. (07-08-2021, 05:31 PM)Random Talking Bush Wrote: (07-07-2021, 06:29 PM)ACrashinTime Wrote: (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.Īh I see! I'll have to give this a shot when I get the chance! thanks a bunch dude! Jason's cape being the same as his outline) and I can adjust those slightly to keep recolourability intact.

Blaster master zero shantae sprites plus#

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. But to be more specific, Blaster Master Zero is a reboot by Inti Creates (who are the old Mega Man X team that also made the Zero and ZX games, along with Mega Man 9 and 10, plus their own IPs like Gunvolt) that combines the Japanese and English stories while fleshing out the game world and lore much further. 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. 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, 06:29 PM)ACrashinTime Wrote: (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.Ĭurious 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 hahaIt'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 0圆4 in the OSB's header (with 0圆8 being for palette swap information), so using Copen as an example, his palette would be at 0x8BA4.














Blaster master zero shantae sprites