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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.
i've been in bed for like 1.5 hours
try inserting the palette 0 image i gave you really quickly, i guess. use irfanview to index (decrease to 16 colors) and then round each color to a multiple of 8 and then export the palette as a file. convert said palette file to an advancemap palette file using some tool, and then load up advancemap. load up the image, load up the palette, write palette to rom, save tiles, bam.
i'm so confused right now
so basically i have my image and the palette files all good
but nothing seems to be working? like i put it into advancemap and it messes up just about everything colorwise
this generally doesn't happen?
lol can i just give you the main images (with different versions for palette) and have you insert them? really, it's just a matter of loading them in advancemap then arranging them to look like blocks~