I hope one of you guys can help me out here, or at least direct me to accurate information, because the tutorials on the site seem to be less than accurate.
All I am trying to do right now is the Nizbel example.
http://www.chronocompendium.com/Term/Editing_character_or_enemy_graphics.htmlPulling the final answers for the locations directly from the text, I go into the Temporal Flux compression tool, and immediately become confused. Because if I decompress the data to a new file, I get one result, and if I decompress it to a copy of the ROM, I get a different result. The two options yield output of the same size. The tutorial page is silent on all this but I think I read in a thread or something that I should decompress to a copy of the ROM. So I do.
The tutorial then gives an address that is "probably" Nizbel's palette, and tells me to decompress it. But if I decompress from that address, then the output file just ends up being empty. The sprite info spreadsheet contradicts the tutorial when it comes to the palette index (at least it seems to me that they are referring to the same thing) so I try doing the same calculations with the index version of the number, but I get the same result.
And regardless, you can't import a palette from another file unless that file is a save state, right? So what method should I be using to grab the palette via decompression? How would I put the two bits of output together?
Anyway, back to the sprite data itself. It looks like pieces of Nizbel, but no matter how I set the number of columns, I can't seem to get the rows to line up and produce a coherent sprite sheet. Should I be expecting a strange number of tiles, like in the Crono example I saw elsewhere on the forum, or what?
I've tried all of this with three different ROMs. One of them still had the header but it didn't appear to make a difference. Any ideas on what I might be doing wrong?
Thanks in advance.