Yy chr sprite editor

The NES brought a new era of bringing arcade action into the living room. Technical limitations are what make or break games for the NES, providing unique challenges for developers and designers alike. The NES native resolution is x px. In a world where contemporary consoles can run 1,x1, px, it's hard to imagine that pushing the technical limitations. Above is the full NES palette in all of its semi-colorful glory. The section with red lines through it is comprised of different shades of black, but practically speaking, all games use the same black value the top right corner of the palette marked as 0F.

The above image is from the palette that was used for that screenshot of Almost Heroand it can tell us a lot about how the NES likes its colors.

Metroid Learning – The Key of Super Mario World

Understanding the way the NES uses palettes will make your job way easier. There are always eight palettes loaded at all times; there are four battlenet keeps disconnecting for backgrounds and four palettes for sprites.

Each palette is made up of four colors, and the first color of each palette is going to be a common transparent or background color. In the case of background palettes, that first color is just a color that all four palettes have in common. Generally, you use either black or the dominant color in your background image.

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For sprites, the transparent color actually does act as transparency, since anything drawn with that color will not be rendered in the game. In the above example, the top four palettes are the background palettes, and the bottom four are for sprites. Once there is so much data on the screen, the sprites begin to flicker quickly. That flickering is added in by the person programming the game in order to combat the tight restrictions that the NES puts on sprites.

You can have 64 sprites in this case a sprite is an 8x8 tile, so the full character artwork is made up of multiple sprites on screen at once. The much harsher limitation is that you can only have 8 sprites per scan line basically a 1px horizontal line across the screen before it stops rendering any new sprites on that same line. Palettes for sprites are loaded individually for each 8x8 sprite tile, which sounds like a dream come true compared to how it is handled with backgrounds.

What you are looking at is all the graphics data that are loaded up on the NES from the previous Almost Hero screenshots. The left side contains all the background graphics, and the sprites are on the right. Each of the graphics in the game is stored as 8x8px tiles, and those tiles are then pieced together to bring together the characters and background elements within the game.

I generally use three different tools when I work on pixel art, since some are better for doing certain things than others, and vice versa. The three tools that I like to use are YY-CHR, Gimp Photoshop is also acceptable, but you might use a more complicated process to achieve the same resultand Aseprite. YY-CHR is a free utility that is made specifically for working with retro artwork. In the above image, I actually have a rom of Almost Hero loaded into it.

The window on the left is a page of graphics data that is stored on the rom. If you right-click and drag in this window, you can select multiple tiles in order to apply those functions to them.

Chapter II: Introduction to NES Graphics Editors

The window on the right is where you can edit tiles directly, and it can only properly display one palette at a time and export everything as a single palette. Gimp is pretty similar to Photoshop, only it has the added benefit of not costing me anything.

If you want to use Gimp or a similar photo-editing program, there are a few things that you need to keep in mind when you are setting up your environment.

First off, the NES can only load unique background tiles at a time. That means that your background needs to fit that constraint.

Retro Development

I will cover a tool that can create tilesets, and give you a tile count automatically a little later, but just try to keep the concept in mind.

The next thing that you need to keep in mind is the attribute table limit background palettes are loaded in a 16x16 grid. In order to keep up with that limitation, I usually set up a 16x16 grid on top of my image.For older games, you're going to need a tile viewer or a texture finder for this.

Newer games, in contrast, have a variety of ways to find new textures. Open the ROM with it, and you'll see a ton of tiles with garbled graphics inside.

Just scroll down and, if the graphics are uncompressed, you should see some tiles that look like they could form a decent image. The program should have a small section where you can place these tiles freely.

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Try your best to organize them and you should come up with a finished sprite. Afterward, find the appropriate palette for the sprite through either an emulator's tile viewer or through hex editing. Now just find out if it's unused or not. Compressed graphics are usually more difficult to rip, since a game can utilize a unique compression scheme.

In some cases, games will utilize common compression formats such as run length encoded data. One example of a program that can decompress tiles is Nemesis MD Programs, which can decompress formats used by many Sega-made and a few early third-party Genesis games such as the Sonic gamesincluding the RLE-based Kosinski and Enigma formats.

In other cases, this can be as far as creating a decompression program based off the disassembled code's decompression routines. Once the sprites are decompressed, try to see if the graphics are referenced within its code or if the code to show them has been disabled.

Provided the emulator you're using actually has a function to view patterns, you will find this process easier. Just open up the pattern viewer window and look at what graphics are loaded into memory. Remember to check in several circumstances, like different levels, because the game doesn't load graphics for level 2 while in level 1, for instance. Though remember that some unused graphics might not even be loaded to begin with. This is how Sonic and Mario were found in Mega Turrican.

You can also open a save state in a tile viewer, although you may need to use some offset to display the tiles correctly. This can be useful if no pattern viewer is available and the graphics are compressed in the ROM. Begin by using a file extraction program and search for common file formats such as.Go to page ', event. Sprite Graphics Editing. I need to be able to change which palette an individual sprite calls from the palette set without affecting other sprites that use that palette meaning just changing the colors in the palette won't work.

I've wandered around the forums a bit, and I found the tutorial for the Graphics Schemes section of Hyrule Magic, which seems to be exactly what I'm looking for, but it's incomplete. If someone is willing to walk me through the process of changing these values, it would help all of us on this project a lot, because we wouldn't have to worry as much about making the new sprites fit existing palettes, or even the same palette as the original sprite.

By the way, these forums are sick! I didn't know there were so many other hacks in progress right now. And I'm glad to be invited to the party. Darkprince Since : Welcome to the forums Darkprince!

I remember seeing you on the message boards from GM's site and from what I hear you have redrawn the small pine tree. As for your request you might want to ask SePH or someone else because I don't know much about the palettes.

Erockbrox Since : Hello Darkprince and welcome here! The graphics schemes aren't that hard when they have tutorials! The graphics schemes sections aren't all finished but I'll probably finish them after I'm done with my hack! Founder Since : Oh wow, that's a big guide. I found the Perfect Guide yesterday, but that didn't have nearly this much information. I'm going to finish working on the sprite I'm drawing now, then I'll read this section.

Hopefully I can make sense of it. Thanks so much, SePH! No worries, as long as it can help! I hope you understand, but if you don't, the most basic way to say it is that you can attribute two different enemy colors per area or dungeon floor. Some enemies of course use a certain shared palette and you can't edit it without affecting other sprites if I recall correctly!

Okay, I understand how to change which palettes are available in a certain area, but how do I tell the sprite which palette to use?However, it is still unclear how to get the exact hexadecimal address of each sprite. I am certain that this key will unlock the next door to the spritelist.

Neo4j browser not working shown in Figure 1, the program fails to identify the sprites of Super Mario World.

Not a single graphic is recognizable throughout the whole pointer table. The topic is very technical and going into it further would be too much. This is where Lunar Magic joins the frey. Lunar magic is probably the best tool created for Super Mario World. It is a level editor created by FuSoYa that was the only tool in this field for 18 years.

Most importantly, it offers a very useful feature — adding sprites directly into the level. It just took a few seconds to find what I looked for, as shown in Figure 3. So finding the key this way kinda does not count because the solution cannot be applied to Super Metroid. Lunar Magic only works for Super Mario World after all, unfortunately.

However, hope is not yet lost — there is another useful feature: Extracting the graphics of the ROM, as shown in Figure 4. The colors may seem off; the reason for that is because the colors depend on palettes.

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This only serves editing purposes though and thus is not important for this project. Another problem is that the graphics are actually split up into 52 smaller files. After looking thourgh some of them, I found the key, as shown in Figure 6.

The key can also be found faster, as shown in Figure 8. The key has been found, again. This time, there is a problem, however. The key is supposed to have the address 0x80, which is not the case here or at least it is not clear.

This seems like a dead end to me though, so I aeg lavamat e40 error leave it for now. In conclusion, the key search might have been a red herring; it would have been too easy i suppose. Super Mario World and Super Metroid are even more different from each other than I thought, since even their cartridges work differently.

Martin Haring.How to Compile and Run Use the included compile. Note that both scripts require Java 9 or newer. Select whichever options you'd like.

Click the 'Export' button. Example Output obtained by using the included exampleInputImage. Choosing to copy and add to an existing CHR will create a copy of the selected CHR file, utilize the existing tiles there, and add any new ones that are necessary. This is useful if you want to have multiple backgrounds depend on the same CHR file. PAL : here you can choose to 'create new Palette' or 'copy and add to existing Palette'.

Choosing to copy and add to an existing palette will create a copy of the selected PAL file, utilize the existing colors there, and add any new ones that are necessary. This is useful if you want to have multiple backgrounds depend on the same PAL file. Limitations the following limitations are due to NES graphics capabilities The input image must be a px by px image.

This is the default size of backgrounds on the NES. The input image must not contain more than unique tiles fixed 8px by 8px areas. The input image must not contain more than 4 colors per fixed 16px by 16px area. The input image must not generate more than 4 palettes groups of 4 colors used per fixed 16px by 16px area The input image must not generate palettes that do not share at least one common color among all of them.Mode 0 is the first mode on the SNES, characterized by its offer of four layers, as opposed to the normal three Mode 1 offers you.

However, there are two significant drawbacks: you only have four colors 3 actual colors plus transparency per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots citation needed. Thankfully, the first drawback does not apply on the sprite layer, so you can freely use all 16 colors for each sprite palette!

As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rowslayer 2 rowslayer 3 rowsand layer 4 rows As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have eight rows' worth of graphics instead of the usual four.

Stationary Layer 4by LMPuny. Use the following 2bpp-trimmed SMW tileset for your Layer 4 levels by AnasMario includes most of SMW's important animations and graphics, such as the cave tileset, coins, question blocks, etc.

A GIF of the cave tileset as well as the animations. A picture of the map16 data included in 'template. Discolored tiles are from the ghost ship tileset. The map16 of the ghost ship tileset, now with the correct palette! ExAnimation in Mode 0 levels is not really difficult once you adapt to it, but it may seem tricky at first glance.

The main reason for this is that even in LM's 2bpp graphics viewing mode, ExAnimation tiles are still rendered in 4bpp, thus becoming garbled. Also the size of the frames to be animated is condensed into 8x8 tiles according to the following arrangement:. The actual rendering of the tiles, starting from 0x to 0x7FF, in the 8x8 Tile Editor window.

As explained earlier, the gaps from the above screenshot of ExGFX are gone. First of all, before animating anything, there is one important point to keep in mind: the destination tile for your ExAnimation tile in the ExAnimation window must be divided by 2 in hexotherwise the destination will not be as expected.

So for example, if your destination tile is EA, it should be divided by 2 in hex in a calculator, like your computer's built-in one or something else, to get Put 75 instead in the destination tile text box.Forums New posts. What's new New posts Latest activity. Log in Register. What's new. New posts. Log in. Install the app. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly.

You should upgrade or use an alternative browser. Pixel art programs? Thread starter RadJunk Start date Feb 17, RadJunk Administrator Staff member. What is everyone using to make their artwork? I'm new to pixel art so I'm trying to find the best avenue. I fired up Piskel on my Surface and have been using the Surface pen to try and draw things out. Any suggestions? Nesrocks New member. Hotsuma New member. Aseprite isn't too bad. MistSonata Moderator. I'm partial to aseprite myself, at least for making pixel art in general.

The program has NES palette presets built in, and allows you to limit the colors of the image to that palette, but there's no easy way to make it conform to NES limitations, so yy-chr and nesst are the way to go there. I gave yy-chr a shot but I might check out aseprite as well.

Godzil New member. The Halpster New member. I use Paint. I use the color picker and an image that holds the color palette that I want to use so when I need a specific color I just use the color picker the eye dropper tool to get the color from the palette image. I also make a blank image that contains a 8x8 or whatever the dimensions for the art are as a background so I know the bounds.

To view the grid just zoom in as far as it will go and the individual pixels show up. Lother Member. SamyO New member. Thanks for the tips guys, any videos you'd recommend on how to use YY-CHR or is it a case of dive in and get pixel painting? I like to use Pyxel Edit personally. DocWaluigean New member. I use Aseprite. It's really amazing. Supports editing NES, SNES, Genesis, PCE, GG, WS/C, GB/C, MSX 1+2, NGP/C, SMS, and GBA graphics. This is the C++ version.

A newer C# version is also. It's not very different. Open up Lunar Magic with your, or any, Super Mario World ROM. In the menu bar at the very top, click on Options >. tdceurope.eu › Forum › Main Category › Megadrive/Genesis. There isn't much documentation though because the author was Japanese and most people use it for sprite editing SNES games. MKSC YY-CHR Player Sprite Editing Setup - A Modding Tool for Mario Kart: Super Circuit This tool makes it simpler to edit the player sprites.

YY-CHR -- Incredibly powerful sprite editor. It can read and edit just about any ROM with pixel art. It can't edit the palettes but it can. YY_CHR (C++ version): tdceurope.eu I've used FFSE Final Fantasy 3 Sprite Editor V to do the swap of the portraits since no.

Utilities. NESASM v for assembling (source) · YY-CHR Sprite Editor for creating sprites and backgrounds. Other Stuff. My own docs made during development. something like “&HE,” and the other one is a decompression program to decompress the graphics data, so I can edit it in YY-CHR. This has been know as 'Hacking' roms and if used correctly can come out very nice, and extremely fun. YY CHR, This tool is a Windows based tile editor for many.

YY-CHR is a dot editor that can display and edit images contained in ROMs of old home games such as NES and NES. In addition, tools [ROM. YY-CHR is a tile editor which can handle NeoGeo sprite and fix tiles with the help of converters like NGGTool. Two versions of the program. editor for genesis graphics. Note: US users will have to rename the tdceurope.eu file to tdceurope.eu to see english text in the program.

In terms of viewing CHR data without possessing the uncompiled code, it can be accessed through a program's ROM .nes file type) by using a special type of. You need a tile editor to create the graphics. I personally prefer YY-CHR. You can get it here (this is the updated and improved version). Lunar Magic - Yep, the level editor. Lunar Magic SNES emulator - I recommend ZSNES ZSNES emulator. A clean SMW Rom - SMW Rom Getting started.

Once. It is importaint what pixel do you use in yy-chr. You have 16 of them, half of them repeat, so 8 colours for a sprite. The game will then load the global. Feb 19, #6. I gave yy-chr a shot but I might check out aseprite as well.

Pickle Editor is also a great sprite editor. FC/NES GFX Planning sheets People can use it to hack the graphics of a NES games. YYCHR-explainNES-Famicom-Sprite-tool. So I tried the tool „Tile Editor“, which is a similar graphics editing tool that serves the same purpose as YY-CHR.