[18:00] Flynman! [18:00] do you know how the sprites are formatted? [18:00] is it like 64 bytes for each sprite [18:01] and each byte is a pixel color? [18:01] hell no! [18:01] the SNES is far more efficient than that [18:02] can you convert hex to binary well? [18:02] otherwise whip out Windows calculator [18:03] *** poik007 has joined #EBFanGames [18:03] it uses something called bitplans [18:03] *bitplanes [18:03] Look at this: [18:04] F0 represents one row in one bitplane [18:04] F represents the first four pixels and 0 represents the last four pixels [18:04] convert that to binary [18:04] Hey poik [18:05] 1111 0000 [18:05] what? [18:05] oh [18:05] Hi [18:05] I forgot that in english, hey mean hi [18:05] that's the first row of the first bitplane of the sprite [18:06] so, to get more colors than two, you need more bitplanes [18:10] so lets take one row with four bitplanes, that's four bits: [18:10] *four bytes [18:11] here they are: 1F 2F 30 43 [18:11] convert them all to binary [18:11] 1F: 0001 1111 [18:12] 2F: 0010 1111 [18:12] 30: 0011 0000 [18:13] 43: 0100 0011 [18:13] now, read down the colums and convert them to decimal [18:14] Column 1: Bin: 0000 Dec: 0 [18:14] i'm confused up to that point [18:14] Column 2: Bin: 0001 Dec: 1 [18:14] :( [18:14] er [18:14] i get it up to that point [18:14] i get how you convert it and stuff [18:14] but wtf is the first row of the bitplane, [18:14] the first row of the sprite? [18:14] ok, let me finish, then I'll explain anything you don't understand [18:15] k [18:15] Column 3: Bin: [18:15] whoops [18:15] Bin: 0110 DEC: 4? [18:16] Column 3: Bin: 0110 Dec: 6 [18:16] well i was close [18:16] D;D [18:16] Binary is a little hard for my head [18:16] ^_^ [18:17] i get why it's six [18:17] Column 4: Bin: 1010 Dec: 10 [18:17] first 0 is 8, second is 4, third is 2, fourth is 1 [18:18] Column 5 Bin: 1100 Dec: 12 [18:19] Column 6: same as column five [18:19] Column 7: Bin: 1101 Dec: 13 [18:19] *** Zero_Diamond has joined #EBFanGames [18:20] Column 8: same as column 7 [18:20] Guys! I found the information needed to EDIT MAPS! [18:20] .. [18:21] *sigh* [18:21] i hope you actually did [18:21] ;) [18:21] 0x100200 [18:21] Z_D:For real? [18:21] please, don't try me [18:21] I wish I did. [18:21] oh... [18:21] Flynman has tried [18:21] alot [18:21] *sigh* I'm terribly sorry. [18:21] so that gives you a single row of, in dec: 0, 1, 6, 10, 12, 12, 13, 13 [18:21] * poik007 cries [18:22] flynman [18:22] those are the palette index values, any questions? [18:22] so that means [18:22] 0 is black [18:22] er. [18:22] i think i get it [18:22] :D [18:22] 0 is usually transparent [18:22] there's a few more things to it [18:23] so it'd be transparent white something something something etc [18:23] the dec numbers are the pixels [18:23] and the pixel color [18:23] right? [18:23] yeah, but the number is the number in a color [18:23] * palette, not color [18:24] the palette is a list of the actual color values used for a sprite [18:24] there's a few more notes on the SNES graphics format [18:24] Oh, neat. So you're saying it's possible to change the palette? [18:25] yeah, if you locate in the ROM [18:25] Whee! [18:25] lol [18:25] I'm explaining the SNES graphics format to colondee [18:25] that's not what we were talking about [18:25] yeah [18:25] :P [18:25] I know. [18:25] weehee [18:25] But you're talking about palettes. [18:25] So I thought I'd ask. [18:25] yeah, that's part of the SNES graphics format [18:25] i get it woohoo :D [18:26] there's a few more things [18:26] k [18:26] every sprite, let's take the Ness sprite for example, is made up of small 8x8 pixel tiles [18:26] it is? :( [18:27] * Zero_Diamond takes notes. [18:27] zero you missed alot [18:27] yeah [18:27] so you're gonna not get it [18:27] I know. [18:28] I think I may post this on moonside as a lecture type thing [18:28] I don't really care, the 8x8 part is what I need. [18:28] a single 8x8 tile is 32 bytes [18:28] U seem to know a lot of things Flynman [18:28] of course poik [18:28] :O [18:28] zero [18:29] Yes? [18:29] if you're thinking you can crack map editing [18:29] or whatever [18:29] just no. [18:29] :D [18:29] I'm not thinking that. [18:29] k good [18:29] If I thought that, you could shoot me. [18:29] Because I'd NEVER do it. [18:29] rofl [18:29] EVER. [18:29] I will try to crack map editing [18:29] I'm a genius too [18:29] ^_^ [18:29] a single 8x8 tile is 32 bytes [18:29] if you were, i would have told you to meat Flynman [18:29] If I even TRIED, my brain would melt and pour out my nose. [18:29] k [18:29] 8x8 = 32 bytes [18:29] yes [18:30] 8x8 = itself divided by 2 [18:30] :o [18:30] anyways go on [18:31] ok, you understand what a bitplane is, right? [18:31] yeah i think [18:32] ok, well each tile has four of them [18:33] which means that it can have 16 total colors [18:33] yep [18:34] each bitplane contains eight bytes [18:34] yep [18:34] .. [18:34] i thought it was 32 bights [18:35] each of them represents a single row [18:35] oh. [18:35] tile is four bitplanes, each bitplane is eight bytes, 4 X 8 = 32 [18:36] ok? [18:36] ooohh [18:36] k [18:36] so each bitplane is 4 pixels [18:36] ..right? [18:36] no, eight bytes [18:37] er yeah [18:38] a bitplane is like a part of an image, it contains a bit in the actual pixel value [18:38] k [18:39] in the tile there are four bitplanes, four bits, Bin: 1111 = Dec: 16 [18:41] so overlay the four bitplanes and get the pixel values [18:41] *** Topic is 'PK Hack .3 Progress: approximately 10-15% | Flynman: The SPC-700 0wNz my brain | ROFISH: Zophar went boom.' [18:41] *** Set by BlueAntoid on Tue Jul 02 17:23:41 [18:41] I'll give you four bitplanes in binary, you overlay them and give me the decimal values, k? [18:42] k [18:42] OMG [18:42] I'm understanding [18:42] too [18:42] or it's I understand too? [18:42] ueaj [18:42] yeah [18:42] second one [18:42] ok [18:42] ^_^ [18:42] :P [18:43] no, you used correct english the first time, don't listen to :D [18:43] *** BlueAntoid has quit IRC (Ping timeout) [18:43] ... [18:43] well [18:43] I don't trust you Flynman on this one [18:43] I understand too is more commonly used [18:43] no, it's not [18:43] I'm understanding too just sounds different [18:44] ok stop arguing about english and continue your byte-thingy [18:44] I understand too and I'm understanding too are both correct, I thing he said I understanding too the second time [18:44] like me an Flynman arguin about headless chickens [18:45] Hey Flyn? [18:45] alright, forget out the example I was going to give you, I'll just finish this lecture [18:46] in the SNES format, a single 8x8 tile is formatted like this: [18:48] each byte of the first two bitplanes are stored intertwined then each byte of the third and fourth bitplanes are stored intertwined [18:48] so if the four bitplanes were: [18:50] Bitplane 1: 1F 13 16 10 10 10 56 72 [18:50] Bitplane 2: 1C 20 14 20 16 35 52 71 [18:50] Bitplane 3: 27 13 78 52 75 10 53 74 [18:50] Bitplane 4: 1E 03 01 98 13 16 56 76 [18:50] that would look like this in the ROM: [18:53] 1F 1C 13 20 16 14 10 20 10 16 10 35 56 52 72 71 [18:53] 27 1E 13 03 78 01 52 98 75 13 10 16 53 56 74 76 [18:53] ooooooh [18:53] got it? [18:53] me yeah [18:53] 42 i dunno [18:54] *** BlueAntoid has joined #EBFanGames [18:54] *** ChanServ sets mode: +q BlueAntoid [18:54] *** ChanServ sets mode: +o BlueAntoid [18:54] Hey, grumble grumble [18:55] You know, this stupid client doesn't even bother to tell me that I've been disconnected from the server. [18:55] It waits until I do something instead. [18:55] ... [18:55] * BlueAntoid kicks mIRC [18:55] * poik007 pity da mIRC [18:55] yeah, I know, that annoys me [18:55] Especially since I've been cut off nearly 10 times today [18:55] is anyone logging this?