![]() ![]() The only thing I really miss is probably better palette editing (color curve tools etc). You also can restrict the palette to 5bits per color. I'm also using GrafX2, it's great for pixel art and once you get used to it the workflow is really quick (you can work faster than with gimp or photoshop). I've heard that Photoshop also supports non-square pixels, but I know nothing about Photoshop because I don't have it. ![]() After that, go to the View drop down menu and disable 'Dot for Dot'. With GIMP, you can change the proportions of the pixels by going into the Image drop down menu, clicking on 'Print Size.', and changing the X resolution to 63 and changing the Y resolution to 72 if your game is 60hz(used in most of North America, western South America, Caribbean, Liberia, Myanmar, South Korea, Taiwan, Philippines, Japan, and some Pacific island nations/territories), or changing the X resolution to 52 and changing the Y resolution to 72 if your game is 50hz(used by most European countries, all the African countries that had never been Belgian or French, by Argentina, Paraguay, and Uruguay, most of Asia, and Oceania). You could do the same in Photoshop or Gimp by working in indexed mode.Įven though SNES can use nearly any color, it will make your life easier if you restrict yourself to 5-10 colors while you do Sprite drawing.Īseprite doesn't support non-square pixels, by the way, so what you see in Aseprite isn't going to be accurate when it comes to the proportions of the SNES' actual output. This is something that a Asepite is good for, or similar pixel editor programs, as you are forced to work in a limited palette. I can't guarantee that CQ will be better than GIMP in all circumstances, but it definitely gives you more knobs to twiddle. For high-colour images (as opposed to your typical 4bpp actor sprite, which you can usually palettize by hand), I find Color Quantizer to be helpful, as it's dedicated to the task and much more powerful. * Tricks like this are one reason I don't typically go to indexed colours in GIMP. This can ruin subtle gradients, and it is the reason I began using Matlab in the first place. From looking at the code, it seems that it's adjusting the hue in a crude attempt to preserve brightness, and it does this even if the source image has been posterized to 32 levels already. I've found that pcx2snes does weird things to hues. ![]() The only catch is that it's runtime-interpreted and therefore slow, so if you have a heavy optimization to run (like, say, using HDMA to CGRAM to bust the palette limits*, or quantizing a high-colour image into multiple 4bpp subpalettes) it can take a while. If you don't know Matlab this isn't very helpful, but if you do you'll realize it's probably one of the easiest ways to write your own tools. Mostly I use GIMP with posterize (32 levels), save as an X1R5G5B5 bitmap, then run it through my custom tools I wrote in Matlab (at the time Octave wasn't up to the task, but it should be fine now). If you have a lot of sprite animation to make, aseprite is good. Don't know if any of this is true or if I'm misunderstanding so correct if incorrect.įor now on I want to make sure I do it all successfully, so I just wondered what your whole process is for creating sprites/graphics for the SNES, what all do you do, what programs do you use, and what do you do to make sure it works on the SNES, with the color palette file in mind?Īlso, is there any program that lets you fix the color numbers in sprite image files or anything? ![]() I was messing around with a load sprite source code I found online, tested it with my own sprite (after using the converter in the famous SNES-Starter kit) and in result, the background of the image was not transparent and the overall colors were flickering a little, and the background was rapidly changing colors.Īfter doing a little more research I learned that the color and transparency issues can happen because the color palette numbers in the file are out of order, which happens as your switching colors and drawing in the graphics editor. I'm still new to SNES assembly, but I'm currently using Grafx2 to create graphics for my projects. ![]()
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