![]() ![]() ![]() The best cores in Mednafen are those that are original - which are the Sony PlayStation, NEC PC Engine, PC-FX, Sega Saturn and Nintendo Virtual Boy cores. 4.5 Dual analog controllers with PlayStation.I was afraid of having taken your time for nothing. However, I had two mons that I couldn't find the palette of (the others were just before the sprites but I had no luck for those two), so it's a big help! Then I thought about Hex Editors, because that's were go people to check for stuff, right? But beside 00s, I don't think I understand what you were trying to show me. When you told me "check the palette in a savestate", I immediately thought about loading it as a palette for the mons in TM (that's what I did for Hamtaro in YY-CHR after all and it worked). So I guess I will fiddle with the values of the rgb masks however I can (bit by bit), it will be slow going. I checked with the digimon shown on the savestate, and the colors are still the ones coming from the ROM rather than the ones shown by the emulator. 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 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. 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. 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).Īnyway, 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. Checking the colors, I found out they're a bit off.įor example, the first digimon you find when you open the ROM in TM,įrom left to right: a screen from OswanJ, a screen from Cygne, and the one I extracted from the ROM. Until I came onto a digimon with darker colors than it was in screenshot I took of the emulator I use (OswanJ). And I thought all my problems were solved. With the other color formats, and tried it out. 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. ![]() It's only by looking at the palette format that I knew I was in a bind. But then it was a mess, so I searched a solution across the net. So I shrugged it off and just extracted them as is (in psychedelic colors), then turned to my emulator and took screenshots. I've found the offsets of all mons and their palettes, but at first I didn't know how to find the exact color. (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)Īt 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 know that there are spritesheets of this game in the withthewill forums (since 2015), but I wanted to try my hand at it. I've been trying to rip sprites from Wonderswan Color Game, Digital Monster D-Project.
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