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Advanced Tileset Editor needed

9 replies · 4,312 views · Started 02 June 2006

I've seen a similar question in other parts of the forum, try Google-ing "GraphicsGale"
😛oke:
:mega:

Graphics Gale is not made for ZC. the most advanced tileset editor you'll find for ZC is ZC itself, or MSPaint

"GraphicsGale"...

Well THAT sounds familiar...

Thanks "majoras wrath"

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Actually *b*, MSPaint is not designed for ZC either.

If someone could THROW ME A BONE and provide a WORKING LINK to the .QSU FLIE FORMAT, I could write an advanced tile editor. I already have something similar WORKING ALREADY for another game, but it exports 24-bit .BMP's. As I understand it, ZC is 18-bit and can use a MAXIMUM PALETTE of only 256 of the available 262,144 colors (18-bit) available to it. The program was a piece of cake to write, but getting filespecs from the developers is like pulling teeth...😡 😡 😡

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Think I've figured out the coding scheme for the tiles 😕 😕 😕 , but need help now with the header part (bytes $0004 - 000D) of the file. Anyone know the PROPER coding for the .TIL header? Thanx! - gryx 😊 :googly:

gryxzl wrote:If someone could THROW ME A BONE and provide a WORKING LINK to the .QSU FLIE FORMAT, I could write an advanced tile editor.


What do you need that for?
[SIZE="1"](I do not know any programing language what-so-ever)[/SIZE]

I have a program I wrote for another game that writes a file in 24-bit color as a .bmp file (like MS-Paint.) Zelda Classic utilizes a 18-bit color scheme, but I can't figure out the code for the header (to make my output file compatible with ZC.) I have alot of .bmp that don't rip right due to palette errors, and I could convert my .bmp to a zc format for perfectly colored tiles... Fatcatfan posted the .zqu format as a sticky, but it's a broken link now, so it does me no good.

gryx

With this program, you should be able to edit the pallet and/or import a pallet from a image, pallet set, and graphics pack...

Just a suggestion.😃