Conversation Between buttjuice and BluRose
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  1. BluRose
    May 27th, 2017 10:45 AM
    rip mannn
    gl in the future~
  2. buttjuice
    May 24th, 2017 4:01 AM
    yeah phonic was helping for a bit, but i think he may be too busy doing his own projects or something so hands has been helping out :)
  3. BluRose
    May 23rd, 2017 7:12 PM
    oh muk dude you got phonicboom
    you're going places
  4. BluRose
    October 6th, 2016 9:28 AM
    congrats m8! told u u could do it :^)
  5. buttjuice
    October 6th, 2016 6:03 AM
    So, ive kinda learned how to insert tiles! Heres what ive added so far to my "general" tiles
  6. buttjuice
    September 30th, 2016 7:06 AM
    i am also very confused haha
  7. BluRose
    September 29th, 2016 2:08 PM
    i'm literally so confused right now
    all of this is off of memory, so if it's wrong then i can't even
    ok, in unlz.gba, go to address xEA1D68 - this is the first tileset address, don't know number but am betting on 1990. replace everything there for a moment with the indexed version of what was given to you
    i also realized now that there should be no reason to have to replace a .raw file;
    address xEA1B68 is where the palettes are. x200 bytes consisting of 10 palettes with 32 bytes in each (0x20)--each color is 2 bytes which consist of bits.
    color stuff
    00000000 00000000
    5-bit rgb system, highest value 7F FF or
    01111111 11111111
    note little endian (so the color is stored as FF 7F in the ROM). the very first 0 defines an alpha channel which is almost never used
    5 bits reserved for each color, resulting in an rgb system with each getting a value of 0-31
    this is why u have to round to 8
  8. buttjuice
    September 29th, 2016 6:07 AM
  9. buttjuice
    September 29th, 2016 5:59 AM
    i downloaded another converter, and the tiles still didnt work for some reason
  10. buttjuice
    September 29th, 2016 5:53 AM
    well that was strange. So, the tileset you sent was already decreased to 16 colors, all the colors were rounded to nearest multiple of 8, i had to save it as a BMP, and the tileset under the same name as a .pal, the palette converter never opened for me, so I inserted the tileset which also inserts the palette at same time to advance map, and it just slowly broke the game and all the tiles lol. But, I did get the tiles to show correctly on the block editor, it still didn't work. it was just registering as a green square. Here's a link, its a big pic.
  11. buttjuice
    September 28th, 2016 7:58 PM
    And the colors are already dropped to 16, so dropping further is no bueno. Should i just save as a BMP?
  12. buttjuice
    September 28th, 2016 7:52 PM
    when i save the tiles from PC its a PNG :/
  13. BluRose
    September 28th, 2016 7:35 PM
    now that it's converted, load it up in advancemap with the block editor (advancemap can load bmp's)
  14. buttjuice
    September 28th, 2016 7:31 PM
    All good. Do i copy and paste it over a dib or whatever the image file is for advance map?
  15. BluRose
    September 28th, 2016 7:09 PM
    just red, green, and blue values

    so sorry for taking so long on this :s