I accidentally used the 8bpp linear codec, but just imagine that it says "16bpp RGB (565)". I apologize for some of the screenshots displaying false information. Be sure to set the codec to 16bpp RGB (565). Once you have your AllGFX.bin ready, do not open it in Tile Molester, but instead create a new Tile Molester document and set the size of the document to big enough, I used 64000. If anyone with Linux can give more info on this, I'd be glad to update this post. Linux users: I have never used a Linux distribution, so I do not know how to really work with them, but I am certain that you can run the file somehow with WINE. Mac users: Open the BAT file in WINE with an appropriate bottle. To use this, you must have your ROM in the same folder as ycompress.exe. To ease things off, download decompress.bat, a simple batch command file that can be used to decompress the graphics. Set up the tilemap array to correspond your graphics and palettes The way we'll get this physical image into the game itself is by a workflow of the following: We can edit those colors, but more on that later. I have also worked only with the colors used in the original title. If you look at this image, you'll notice that no tile breaks this 3-color rule. This is mine:Īs you can see, I've kept and edited original graphics, but also done brand-new ones.īear also in mind that the title screen is 2bpp graphics, which means that we can not work with more than 3 colors + transparency. Once you have a substantial plan, start drawing your title screen. The darker parts in both color zones are just overlays of the original title screen's tiles (see this for reference). Regardless of what you put there will get the wavy effect like the original 'Yoshi's Island' text. The purple zone means practically the same, but it's where the HDMA effect takes place, so plan around that. The green zones mean that the area can be mapped in its entirety with the tiles available in the graphics bank. If you have the chance, set up a grid of 8×8 pixels. Windows users can debate on quite a few, but the most popular ones seem to be Translhextion, XVI32 and GoldFingerīegin by opening the image below in your graphics editor. There are several, but the best one for Linux is Bless, for Mac OS X it's 0圎D. One might suggest Adobe Photoshop, but for this, MS Paint is an equally powerful tool. There are numerous tile editors, but I strongly suggest Tile Molester A headered, verified good dump 1.0 (U) ROM of Yoshi's Island ycompress and for Mac/Linux users, WINE. All of this can be done for free on Windows, Linux and Intel Mac OS X, which I'll be using. Not only is my goal to have a guide on how to do that, but also to cover all three de facto operating systems. Again, I'm sorry if this has been explained before, but I thought it'd be good to still have a comprehensive guide on how to edit the title screen.
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