

You get it when you click "Other Options": Here is the feature which seems to use relevant 8x8 tiles, if they already exist, regardless of X or Y. The gradient was nicely laid out upon insertion anyway, but if you don't like it, you can manually put in the colours you want to use, change those colours to asterisk * and it WILL use those colours, and if you put in all the colours it will need, your results will be 100% perfect. Obviously it's quite self explanatory what a palette does if it's Blank, X or asterisk *. (I wouldn't really rip this particular BG in this way because we have to take into account single palette animations and the layer 3 scrolling buildings in the horizon). Oh yes it does! Let me show you an example. And I'd be more than happy to read your tutorial upon completion. If the LM Importer already handles duplicate tiles deletion and palette arrangement as you claim, then I have nothing more to say. Please tell me if I've got anything incorrect, because I'm doing some documentation in the hopes of making a comprehensive tutorial on the hidden LM feature. It's much more proper, and allows you to delete duplicate tiles automatically, as well as arrange colors to have a nice-looking and user-friendly palette in the end. When this is done, use SNESGFX to make your graphics instead of Lunar Magic's built-in importer. Once you've found a sheet (example), just open it in your standard image editor to align tiles properly, get rid of the "Ripped by ?" messages, etc. I recommend The Spriters Resource, since 99% of rippers separate FG and BG and overall make it super easy to use their stuff. I'm aware that you could just focus on the parts of a level you want to rip, but I'm looking for making complete rips.įirst of all, you need a good source for your graphics. 3 1-1 the reason I ask is because with the Lunar Magic BMP importer, you would just need one layer of a whole foreign level to completely turn everything into 8x8 and MAP16 tiles for you anyway. What's the normal way to capture animations for SMW?īy the way, I don't suppose you know how people rip an entire level from a game, like Angel Island Act 1 map and SMAS Super Mario Bros.

TL DR - I want to record graphics like in the examples I gave, but count every frame in the cycle and rip each frame individually so it can be placed into SMW as a perfect rip. I did once capture the thorn beam in Green Hill Zone, but I think I found every frame in the Genesis ROM itself, or it was really obvious what the next frame was going to be because each frame was unique and sequentially placed until it looped, which made my job much easier.
#Licecap uneven color manual#
I do not have a method for pausing and counting frames within an animated GIF if I use 60p video capturing the pixels might not be perfect, which will make importing into GFX files completely manual (pixel per pixel reconstruction).
#Licecap uneven color how to#
I'm also trying to figure out how to count duplicate frames so I can get the timings exactly right for animations such as lightning on the SMASSMB3 Airship: I want to know how to rip any animation, like when you don't have access to still frames and also need to work out the sequence of each frame when they reappear. Note: I am aware of the fact that I can probably go into the SMAS ROM myself and find the lava animation uncompressed for me in YY-CHr, but that's not the principle of why I'm asking.

Here's some examples of what I'm trying to rip into SMW compatible GFX: I'm using BizHawk as my main capture emulator and I record 60p videos in OBS and LICEcap. How do you capture the frames in animation?
