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The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor

ToolResource ReleaseRequests

Originally posted by Vitor Vilela
I have been thinking on doing my own ExAnimation tool not just for LM animations but also for the SA-1 Pack v1.30 ExAnimation system that allows for gigantic animations. Might go and make a tool that does both in one try.

Tool name: Animator

Actually, that's not a bad idea. In particular, multi-color palette animation and Layer 3 animation can be kind of a pain with the existing system.

Originally posted by Vitor Vilela
Originally posted by imamelia
We could use a better graphics ripper (for game tilemaps; I know SNESGFX already does spritesheets), since edit1754 never finished his.


Ah, the old BG ripper. What features you think it's still need to be added? It's pretty complete for me.

Well, it is entirely dependent on Racing Stripe and .zst-format savestates, and it only does 4bpp graphics. Being an online tool can also be a problem. I guess it's been a while since I've used it, though, so I don't know if I had any other issues with it.

Originally posted by Vitor Vilela
Quote
Having an editor for that SMB1 level intro patch I made would be nice, though that's probably too specific to be worth the trouble.


I tried looking for it but I couldn't find. Could you link me to it?

Here. Actually, the reason I never officially released it is because it's so tedious to set up.

Originally posted by Vitor Vilela
Quote
Actually, a better generalized tilemap editor would be good; Racing Stripe is honestly pretty lacking (no ability to even select multiple tiles at once? come on...).


That's true... Though the version I have here does have selecting multiple tiles at once (I have version 1.31)

You can't select multiple tiles in the 8x8 graphics window, though.

Originally posted by Vitor Vilela
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There aren't any HDMA editors that let you see the effect in-game, either, are there?


anonimzwx got plans for doing a HDMA tool on his SNES office project... You could eventually talk with him on the dedicated VileLAB channels for the project. We will see what the project can come into.

I have thought of doing HDMA RemiXer on the past that pretty much inserts a bsnes dll and allows you doing any kind of PPU HDMA simulation, similar to how Mode 7 projection works. Might suggest that to him as well.

Huh. I may have to look into it. I'd also like to update my scrollable gradient code to use indirect HDMA rather than direct, and it probably needs some modification to work properly with Lunar Magic 3.00's level system, too.

Originally posted by Vitor Vilela
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Having an actual music editor, like FamiTracker or something, would be useful as well, but that would probably take too much work.


But probably worth it. SPC Studio is the idea. See Yuzu's post comment.

I see. Well, hopefully I and others can provide suggestions and feedback while it's in progress.

Originally posted by Vitor Vilela
Quote
And level modes 03-06 should be fixed to work properly.


Are these the ones that has vertical layer 1 and horizontal layer 2 or vice-versa? Probably it involves at least tweaking smkdan's patch for offering support with them. Probably my ExLevel patch makes it easier to offer actual support. Might be fun for allowing two layers with custom level sizes....

Yeah, those. There are even scroll sprites made specifically for them.

Originally posted by Vitor Vilela
Quote
I aslso wish that my spriteset system could get Lunar Magic support, at least for display purposes, but I doubt that would happen.


Hm?? Custom sprite system?

Just loading sprite graphics. In SMW, sprite GFX files are 4 KiB, or 0x80 tiles each, and sprites always have their tilemaps in the same place. But when hacking Yoshi's Island, I found out that it uses 1 KiB files instead, and—with rare exceptions—sprites check which graphics files are loaded to determine where their tilemap starts. If a sprite uses GFX file 2A, for instance, it doesn't matter which of the 6 slots file 2A is loaded in (it's 6 rather than 8 because the last 0x40 tiles are reserved for SuperFX sprites, but my system does use 8); it will simply set the tilemap accordingly. For instance, if the relevant GFX file is in the second slot, the sprite's tilemap will be within tiles 20-3F, while if it's in the fifth slot, it will use tiles 80-9F. I implemented a similar system in SMW, which makes it much easier to avoid sprite tilemap conflicts. I didn't add the dynamic tilemap setting for the vanilla sprites, so they still can't be used at the same time as other vanilla sprites that use the same GFX slot, but they can be used with any other vanilla sprites that don't use the same slot and with any custom sprites, provided that the custom sprites have the slot-checking/tilemap-setting routine.

Originally posted by Vitor Vilela
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And, you know, isn't item memory still semi-broken in Lunar Magic 3.00? That should get fixed.


Item memory works fine in LM 3.00. The only thing is they same the same region for even/odd subscreens. I plan to eventually make every subscreen have its own bit region, though.

Oh, it does? I thought that it made all blocks in a column use the same bit, even for screens taller than 32 blocks or levels taller than 1 screen. If that's not true, then that changes things.

Originally posted by Vitor Vilela
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So...if I'm making one request, I'd have to go with the tilemap editor, honestly. It seems like the most widely applicable tool or feature of any of them (especially since it could be used even outside of SMW).


How is my Mode 7 tilemap editor? I could make a general purpose editor based out of it with not much work.

I haven't tried it yet; I don't really have anything with which to test it.

Originally posted by Vitor Vilela
Originally posted by imamelia
Oh, another Lunar Magic feature that would be useful, especially for v3.00 and beyond, is being able to set a level as using 16x16 tiles rather than 8x8 for its background...


If we come with a solution on how to deal with Map16 editor, definitely can see it coming eventually.

Perhaps the Map16 processing could be bypassed entirely for backgrounds that use 16x16 tiles?

Originally posted by Vitor Vilela
Originally posted by Wind Fish
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.


Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/

Actually, on this subject, perhaps we could have an option to make certain groups of tracks always load together? It could come in handy if, for instance, you wanted to have unique miscellaneous music for each level track (as with DKC2 and 3's death theme and DKC3's goal theme), or you knew that you'd be using multiple tracks under some circumstances (such as having a boss intro track and boss battle track). On a similar note, I'd like an N-SPC command to allow progression from one part of the music to the next only after a certain flag has been set, as in the circus levels in Super Mario 3D World. Maybe also the ability to enable or disable channels, fade channels in or out, use separate channel data, or change instruments for cases

Originally posted by Vitor Vilela
Quote
I'd also ask for a tool that makes it easier to chenge the layer 3 properties and add new interactions such as rising platforms or being able to control which direction layer 3 water flows.


I heard the Layer 3 tide is just a Layer 2 level that is manually inserted and then made it into Layer 3.

That means theoretically we can make completely interactive Layer 1/Layer 3 levels and still have the Layer 2 BG available. Will see what we can come with this.

I have made interactive Layer 3 images before, as seen in this video (though I deperately need to update it because it's pretty old, outdated, and cringy); the individual effects can be seen here, here, here, here, here, here, here, here, here, here, and here.

Originally posted by Vitor Vilela
I had suggested this earlier in FuSoYa's official thread and from what I understand it would be *pretty* difficult to set up but would definitely be worth it, considering how wasteful map16 can be.

+1

Originally posted by Vitor Vilela
I'm seconding direct usage of mode 0 and mode 2. I don't know how useful the other modes would be, but those would be a blast to play around with, at least.

One of edit1754's patches allowed the usage of Mode 3 as well, though it had the layers swapped so that Layer 1 could be used for an 8bpp background. And since that one doesn't have any additional stipulations like Mode 2, 4, 5, 6, and 7 do, it seems like it would be relatively easy to use and start off with as well.

Originally posted by Vitor Vilela
Originally posted by imamelia
Also, in respect to custom objects, I should also mention that the next update to the patch that I'm working on (well, really just waiting to figure out what besides item memory needs to get fixed for LM3 at this point) includes several template subroutines that one can use to create objects just by setting up some table data and an input value, which might help with the scripting for any objects that use those routines.


By the way, does your custom object tool uses item memory everywhere...? Because usually that's restricted for collectables only...

Nope, the base code doesn't require it, and only one of the included subroutines uses it (unless I'm misremembering), so it's completely optional and, as you said, only really useful for collectible items.

Originally posted by Vitor Vilela
Interaction wise it's pretty simple, you can set up a normal sprite but without graphics rotine. Instead stick the X/Y to the Mode 7 position and then you can use the normal sprite interaction. Alternatively look to the internet some generic circle interaction which can work as well for you.

Yeah, it doesn't count as a tool, but I would definitely like to be able to use non-rectangular interaction fields more effectively. There aren't any good templates for such a thing that I know of, I'm not entirely sure how 'd code them, and the few existing sprites in SMW that have that kind of hitbox (the Carrot Top Lift, Iggy and Larry's platform, and all slopes) aren't much help.

Originally posted by Vitor Vilela
Thank you all for the posts, a lot of interesting ideas and discussion. Sorry if part of my replies were a bit empty but with so many replies I started feeling a bit dizzy while doing this post, hahah.

Keep sharing ideas and new tools! While we already have so many cool tools you noticed that a lot more can be done and designed. And they can make SMW hacking life way better. Looking forward for more posts!

Ideas are one thing I'm rarely short on. Actually making those ideas happen, however, is quite another matter.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Something I think would be really cool and would like to request is a program that can remove old Addmusics from older broken hacks that use versions such as Romi's, Java's, and Carol's addmusic. Having a program such as this would make it much easier for others to fix hacks with music breaks by reinserting the music with AddmusicK, especially since AMK has issues with removing older versions. :)
@Vitor Vilela Just a question with the recent M7 Map tool: Since it's not stated, is the tool is compatible with SA-1 ROMs of "Super Mario World"?
Originally posted by Vitor Vilela
Originally posted by Wind Fish
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.


Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/

Another useful feature are tracks and patterns. Although none of the addmusics for SMW made ever use of it (making the feature unused unless it doesn't exist in SMW too), AddmusicY features pattern compatibility and there are some stuff you can do with it.

However, what would be even more useful is the ability to execute certain codes like skipping to a certain position after getting a signal from the SNES (e.g. skipping a certain track like DKC3's bonus theme).

Originally posted by imamelia
One of edit1754's patches allowed the usage of Mode 3 as well, though it had the layers swapped so that Layer 1 could be used for an 8bpp background. And since that one doesn't have any additional stipulations like Mode 2, 4, 5, 6, and 7 do, it seems like it would be relatively easy to use and start off with as well.

Speaking of mode 3 and edit1754's ExGFX Revolution: The link to it is still missing. I guess I should sent the link to Vitor before Telinc adds the backups...

Originally posted by Flippn'Fences
@Vitor Vilela Just a question with the recent M7 Map tool: Since it's not stated, is the tool is compatible with SA-1 ROMs of "Super Mario World"?

M7 Map is a pure tilemap editor. It doesn't include any code, just data which makes it, by nature, SA-1 compatible.
Not sure if it was already asked, but I'd like to see an improvement on SNESGFX Tool: I'd love if the ripped pic could use more than just one single palette row. Perhaps, divide the pic in rows, and each row uses its own colors (i.e. if you want to use 4 palette rows = 60 colors, each row would use the 15 most frequent used colors in that row).
I'm aware it's not the first time I nag you about this, but #smrpg{sick}

As for the Mode7 editor, it really looks interesting. Now we only need a way to make levels in LM using mode 7 like stage 5 of our hack.
Originally posted by Wakana
Not sure if it was already asked, but I'd like to see an improvement on SNESGFX Tool: I'd love if the ripped pic could use more than just one single palette row. Perhaps, divide the pic in rows, and each row uses its own colors (i.e. if you want to use 4 palette rows = 60 colors, each row would use the 15 most frequent used colors in that row).
I'm aware it's not the first time I nag you about this, but #smrpg{sick}

As for the Mode7 editor, it really looks interesting. Now we only need a way to make levels in LM using mode 7 like stage 5 of our hack.


I'd love to see a version of SNESGFX that handles multiple palettes too. Lunar Magic can already rip backgrounds like this with an unmarked feture, but it'd be nice to be able to rip entire tilesets and multi palette backgrounds with SNESGFX as well.

There are tons of graphics I know would work with Lunar Magic but likely have to use some odd setup to fit within the game's palette space (like individual 8 x 8 tiles using one palette and others using another), and it'd be nice to be able to convert them over more easily.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
I actually forgot that SNESGFX is still limited to one palette. Add my vote to supporting multiple palettes at a time as well.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I'm all for a new GradientTool that lets you see your gradient in-game. I would also like it if GradientTool had a feature that lets you load up your HDMA gradients by opening up .asm files so you can make edits to it at any time, rather than having to start completely from scratch. It would also benefit us, so that we could take pictures of our gradients and not be shit out of luck when we forget to save them as bitmap images.

If you can make a new GradientTool with this features and several features others (myself included) want, I'll be forever grateful.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
What about an updated version of ExGFX Revolution? Will it work?
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Another tool that would be useful is something specifically for editing Layer 3 graphics that use a lot of palettes, which is a common way to get around the 2bpp limitation but hard to visualize in YY-CHR because you can only see one palette at a time.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Pardon me for the late reply, I'm been very busy on the last days solving a few things on real life. Still, thank you for all the answers. I believe at least four good tools can be done from the few ideas we shared for far. SPC Studio, Animator, Mario Animator, General Purpose SNES Tilemap Editor and updates to the my previous tools/Lunar Magic.

Originally posted by Fullcannon
Can we also duplicate the overworld space so we could have 2 main maps and 16 submaps?


The Dual ROM mode might be the easiest way for allowing this. It inserts two ROMs in one, which doubles the resources for everything.

Other than that... Yeah, I think I need to study more how SMW overworld system works and how it can be enhanced on Lunar Magic. Been having some recent requests towards the SMW OW system.

Originally posted by Shiny Ninetales
Since you don't do only-SMW related tools (or I think so) I'd really like to see a tool for editing the title screen of Yoshi's Island. It's really a mess to edit them, just look at this comprehensive tutorial to see what I mean (which btw seems useless now since the pics are gone).

If too complicated, I'd go with a tilemap editor, as several people said.


I think a general purpose SNES tilemap is the way to go, then we can add extensions to make it possible to edit specific/special tilemaps like the Yoshi's Island one.

So uh, suggestions Tool Name for a general tilemap editor? Have no idea right now, lol.

Originally posted by ShootingStarr
Could we maybe have a music-editing tool equivelent to something like FL studio or Famitracker, but for SMW custom music creation?
It'd be cool if you could insert MIDIs into it, change the instruments for each channel, BRR support, making music from scratch without a MIDI, etc.
Basically the FL Studio of SMW hacking.


Yeah, that's the SPC Studio idea Yuzu mentioned! Plan is to have a piano roll editing mode and a tracker based one as well... You can discuss for now on the VileLAB Project Discord guild if you're interested. Though we're still on the ideas phrase so far.

Originally posted by imamelia
Well, it is entirely dependent on Racing Stripe and .zst-format savestates, and it only does 4bpp graphics. Being an online tool can also be a problem. I guess it's been a while since I've used it, though, so I don't know if I had any other issues with it.


Ah, the .zst being required is a good point (good poitn as in having to get an alternative that does not require .zst). I didn't know BG Ripper didn't support 8BPP backgrounds, I was sure edit1754 added support for it during the ExGFX Revolution Patch development...

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Originally posted by Vitor Vilela
Quote
Having an editor for that SMB1 level intro patch I made would be nice, though that's probably too specific to be worth the trouble.


I tried looking for it but I couldn't find. Could you link me to it?

Here. Actually, the reason I never officially released it is because it's so tedious to set up.


Ahh, I see... Saved it on my computer, will certainly take a look on this on the future! :D

Quote
Originally posted by Vitor Vilela
Quote
Actually, a better generalized tilemap editor would be good; Racing Stripe is honestly pretty lacking (no ability to even select multiple tiles at once? come on...).


That's true... Though the version I have here does have selecting multiple tiles at once (I have version 1.31)

You can't select multiple tiles in the 8x8 graphics window, though.


Ah, that's it. Good point there.

Quote
Originally posted by Vitor Vilela
But probably worth it. SPC Studio is the idea. See Yuzu's post comment.

I see. Well, hopefully I and others can provide suggestions and feedback while it's in progress.


Yeah... As you noticed there is been some nice discussion going on the #spc-studio channel on VileLAB.

Quote
Originally posted by Vitor Vilela
Quote
And level modes 03-06 should be fixed to work properly.


Are these the ones that has vertical layer 1 and horizontal layer 2 or vice-versa? Probably it involves at least tweaking smkdan's patch for offering support with them. Probably my ExLevel patch makes it easier to offer actual support. Might be fun for allowing two layers with custom level sizes....

Yeah, those. There are even scroll sprites made specifically for them.


That's interesting. I saved a note about them for when I get another opportunity for working together FuSoYa again.

Quote
Originally posted by Vitor Vilela
Quote
I aslso wish that my spriteset system could get Lunar Magic support, at least for display purposes, but I doubt that would happen.


Hm?? Custom sprite system?

Just loading sprite graphics. In SMW, sprite GFX files are 4 KiB, or 0x80 tiles each, and sprites always have their tilemaps in the same place. But when hacking Yoshi's Island, I found out that it uses 1 KiB files instead, and—with rare exceptions—sprites check which graphics files are loaded to determine where their tilemap starts. If a sprite uses GFX file 2A, for instance, it doesn't matter which of the 6 slots file 2A is loaded in (it's 6 rather than 8 because the last 0x40 tiles are reserved for SuperFX sprites, but my system does use 8); it will simply set the tilemap accordingly. For instance, if the relevant GFX file is in the second slot, the sprite's tilemap will be within tiles 20-3F, while if it's in the fifth slot, it will use tiles 80-9F. I implemented a similar system in SMW, which makes it much easier to avoid sprite tilemap conflicts. I didn't add the dynamic tilemap setting for the vanilla sprites, so they still can't be used at the same time as other vanilla sprites that use the same GFX slot, but they can be used with any other vanilla sprites that don't use the same slot and with any custom sprites, provided that the custom sprites have the slot-checking/tilemap-setting routine.


Ah, so basically making it have another display tooltip depending on the GFX file used? Probably should not be very hard to implement.


Quote
Originally posted by Vitor Vilela
Originally posted by imamelia
Oh, another Lunar Magic feature that would be useful, especially for v3.00 and beyond, is being able to set a level as using 16x16 tiles rather than 8x8 for its background...


If we come with a solution on how to deal with Map16 editor, definitely can see it coming eventually.

Perhaps the Map16 processing could be bypassed entirely for backgrounds that use 16x16 tiles?


Or maybe should use the top 8x8 tile... At least you still use the map16 to add act as settings and still use the same background system... Though that sounds a bit space expensive.

Quote
Originally posted by Vitor Vilela
Originally posted by Wind Fish
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.


Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/

Actually, on this subject, perhaps we could have an option to make certain groups of tracks always load together? It could come in handy if, for instance, you wanted to have unique miscellaneous music for each level track (as with DKC2 and 3's death theme and DKC3's goal theme), or you knew that you'd be using multiple tracks under some circumstances (such as having a boss intro track and boss battle track). On a similar note, I'd like an N-SPC command to allow progression from one part of the music to the next only after a certain flag has been set, as in the circus levels in Super Mario 3D World. Maybe also the ability to enable or disable channels, fade channels in or out, use separate channel data, or change instruments for cases


Basically, I'm calling them music banks. That's a concept I'm studying for SPC Studio in future.

Quote
Originally posted by Vitor Vilela
Quote
I'd also ask for a tool that makes it easier to chenge the layer 3 properties and add new interactions such as rising platforms or being able to control which direction layer 3 water flows.


I heard the Layer 3 tide is just a Layer 2 level that is manually inserted and then made it into Layer 3.

That means theoretically we can make completely interactive Layer 1/Layer 3 levels and still have the Layer 2 BG available. Will see what we can come with this.

I have made interactive Layer 3 images before, as seen in this video (though I deperately need to update it because it's pretty old, outdated, and cringy); the individual effects can be seen here, here, here, here, here, here, here, here, here, here, and here.


Ah, that's cool. If you could come with a generic patch for it probably it wouldn't be too hard for making a tool (including Lunar Magic) to configure it.

Quote
Originally posted by Vitor Vilela
I had suggested this earlier in FuSoYa's official thread and from what I understand it would be *pretty* difficult to set up but would definitely be worth it, considering how wasteful map16 can be.

+1

Originally posted by Vitor Vilela
I'm seconding direct usage of mode 0 and mode 2. I don't know how useful the other modes would be, but those would be a blast to play around with, at least.

One of edit1754's patches allowed the usage of Mode 3 as well, though it had the layers swapped so that Layer 1 could be used for an 8bpp background. And since that one doesn't have any additional stipulations like Mode 2, 4, 5, 6, and 7 do, it seems like it would be relatively easy to use and start off with as well.


That post was made by Darkbloom, not me :P

Originally posted by SimFan96
Something I think would be really cool and would like to request is a program that can remove old Addmusics from older broken hacks that use versions such as Romi's, Java's, and Carol's addmusic. Having a program such as this would make it much easier for others to fix hacks with music breaks by reinserting the music with AddmusicK, especially since AMK has issues with removing older versions. :)


Looks like Super Maks 64 is doing something similar for what you suggested :o

I thought AMK was good enough at removing them, but apparently that's not the case sadly...

Originally posted by MarioFanGamer
Another useful feature are tracks and patterns. Although none of the addmusics for SMW made ever use of it (making the feature unused unless it doesn't exist in SMW too), AddmusicY features pattern compatibility and there are some stuff you can do with it.


Yup, I was one of the very first people to defend that feature back in 2012.

Quote
However, what would be even more useful is the ability to execute certain codes like skipping to a certain position after getting a signal from the SNES (e.g. skipping a certain track like DKC3's bonus theme).


Hm, that's new for me...

Originally posted by Flippn'Fences
@Vitor Vilela Just a question with the recent M7 Map tool: Since it's not stated, is the tool is compatible with SA-1 ROMs of "Super Mario World"?


Pretty much what MFG said. Works fine with SA-1.

Originally posted by Wakana
Not sure if it was already asked, but I'd like to see an improvement on SNESGFX Tool: I'd love if the ripped pic could use more than just one single palette row. Perhaps, divide the pic in rows, and each row uses its own colors (i.e. if you want to use 4 palette rows = 60 colors, each row would use the 15 most frequent used colors in that row).
I'm aware it's not the first time I nag you about this, but #smrpg{sick}

As for the Mode7 editor, it really looks interesting. Now we only need a way to make levels in LM using mode 7 like stage 5 of our hack.


Yup. I'm been thinking on algorithms for doing that. Probably I would need to know how pngquant works exactly since I never really to do my own color reduction algorithm...

Originally posted by Falconpunch
I'm all for a new GradientTool that lets you see your gradient in-game. I would also like it if GradientTool had a feature that lets you load up your HDMA gradients by opening up .asm files so you can make edits to it at any time, rather than having to start completely from scratch. It would also benefit us, so that we could take pictures of our gradients and not be shit out of luck when we forget to save them as bitmap images.

If you can make a new GradientTool with this features and several features others (myself included) want, I'll be forever grateful.


Probably that would require saving how you gradient was made (the points, which interpolation was used, which kind of color offset was used e.g. RGB, HSL, etc.). Sadly it's hard to recover that information from the .asm file directly.

Originally posted by kamekku14
What about an updated version of ExGFX Revolution? Will it work?


I some ambitious future plans for it ;)

Originally posted by imamelia
Another tool that would be useful is something specifically for editing Layer 3 graphics that use a lot of palettes, which is a common way to get around the 2bpp limitation but hard to visualize in YY-CHR because you can only see one palette at a time.


Good point... the SNES tilemap editor would be the way to go (with animation support).
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I don't know if read this right, how about using the 5th Sprite slot you mentioned for Sprite status bars?
Or for that matter other patches that dynamically load into gfx 00. It's been a while since I messed around with these but I think you can even direct them to 01 but you start to lose important basic sprites. Be able to direct these to 5th unused slot makes it easier to utilize more then one of these patches at a time.

ToolResource ReleaseRequests