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Offline Johnny

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Castlevania Tile Molester Tests
« on: September 17, 2013, 03:25:06 PM »
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I'll add them as I figure out what is what so there is no data corruption.
« Last Edit: September 17, 2013, 03:48:58 PM by Johnny »

Offline Gunlord

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Re: Castlevania Tile Molester Tests
« Reply #1 on: September 17, 2013, 08:45:20 PM »
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Ah...excuse my ignorance, but what's tile molester? XD;;

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Offline X

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Re: Castlevania Tile Molester Tests
« Reply #2 on: September 17, 2013, 10:19:05 PM »
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I've heard of it before. It's just one of the many different types of sprite-ripping programs available that deal with game rom graphics. But Tile molester can do more then just rip graphics and sprites.
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Offline Johnny

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Re: Castlevania Tile Molester Tests
« Reply #3 on: September 18, 2013, 06:26:24 AM »
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Heres the description from the site I downloaded it from:

Quote
Tile Molester is a multi-format, user-extensible graphics data editor that lets you create, view and edit graphics in arbitrary binary files, with a particular focus on binaries for game consoles.

Basically, its a program which lets you edit ROM data in the form of image pieces. Things such as sprites, backgrounds, and other various tiles like fonts and title screen odds and ends can be modified or redrawn depending on what the goal is. You just have to be careful what you modify as some portions of what you see is actual game data and if that is modified it will just cause the ROM not to work.

Offline TheouAegis

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Re: Castlevania Tile Molester Tests
« Reply #4 on: September 18, 2013, 09:44:15 AM »
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I prefer YY-CHR for NES sprite editing myself. Works for other systems too. Has tile layouts pre-defined.

Here's a trick I did, as an example, with YY-CHR and Jungle Strike on the SNES: Play through the game in ZSNES or SNES9X to where the vehicle or whatever is that you want to rip. Sprite data will be illegible in the save state but you don't care about that just yet, so make a save state. Open the save state in YY-CHR, import the palette from the save state. Find the tile data. Overwrite all tile data, leaving only the sprite data. Be sure to pick a color not used in the sprites. Boot up the save state in your emulator,  now you can take green screen screen captures using the AVI Save feature. But usually sprite data isn't so hard to sort.
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Re: Castlevania Tile Molester Tests
« Reply #5 on: September 18, 2013, 12:35:28 PM »
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Ah...excuse my ignorance, but what's tile molester? XD;;

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Re: Castlevania Tile Molester Tests
« Reply #6 on: September 18, 2013, 01:35:38 PM »
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I find this thread's title to be wildly inappropriate.

Offline Johnny

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Re: Castlevania Tile Molester Tests
« Reply #7 on: September 18, 2013, 03:25:02 PM »
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I prefer YY-CHR for NES sprite editing myself. Works for other systems too. Has tile layouts pre-defined.

Here's a trick I did, as an example, with YY-CHR and Jungle Strike on the SNES: Play through the game in ZSNES or SNES9X to where the vehicle or whatever is that you want to rip. Sprite data will be illegible in the save state but you don't care about that just yet, so make a save state. Open the save state in YY-CHR, import the palette from the save state. Find the tile data. Overwrite all tile data, leaving only the sprite data. Be sure to pick a color not used in the sprites. Boot up the save state in your emulator,  now you can take green screen screen captures using the AVI Save feature. But usually sprite data isn't so hard to sort.

Cool, maybe I'll try it out. Its extremely difficult as it stands now for me to do any actual editing easily.

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