Users browsing this thread: 1 Guest(s)
Tutorial: Changing tileset graphic (YY-CHR)

#1
Posts: 3,871
Threads: 271
Thanks Received: 793
Thanks Given: 448
Joined: Oct 2011
Reputation: 64
Status
Tissue-aware
Changing Tileset Graphic with YY-CHR







YY_CHR (C++ version): http://tinyurl.com/doku-ff6-yychr
SNESpal & FF6LE Rogue: http://tinyurl.com/doku-ff6-snespal
ROM map: http://tinyurl.com/doku-ff6-rommap
Gimp: https://www.gimp.org/

In this graphical turorial I'm covering how to change a tileset graphic in FF6 with YY-CHR (treasure chest at E0/FCE0). I'm also showing how to locate and change the palette using SNESpal with the help of FF6LE Rogue & Gimp. This tutorial is aimed at beginners and require no special skill other than logic and patience.

Beware, there is some mumbling and speaking to self when I actually sprite the chest. : spriter concentration :

Aside from the "nearby" or "zoning" method I'm using to locate the palette, if you know which palette you have in FF6LE Rogue, you can do the math to locate accurately the palette in the ROM:

base_offset + (palette_set * 256 + palette_index * 16).

In hex: ED/C480 + (15 * 100 + 0A * 10) = ED/DA20 (ED/DC20 with header like in the video). *

* Palettes are read from bottom to top in FF6LE Rogue hence the 6th palette from top is 10th (0A).

[Image: yy1.png]

[Image: yy3.png]

[Image: yy2.png]
  Find
Quote  



Messages In This Thread
Tutorial: Changing tileset graphic (YY-CHR) - by madsiur - 04-16-2016, 12:17 PM

Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite