(02) Create Background Tiles - nroflmao/NesMakerHelp GitHub Wiki

1: Click on Pixel Editor and Load the First Background Tiles for your project

(Click Folder Icon on Pixel Editor Menu and select BckCHR_00.bmp)

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1.A: Grids can be turned on using the icons on top. In General, Grid 16 is used for tiles, Grid 8 is used for sprites, and the full pixel grid can also be turned on if needed.

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1.B: Use the icons shown below to switch between true RGB and your palette RGB.

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1.C: To erase and restart on your tileset, use the menu (Pixel Editor...New BMP...) to start a clean tileset and save over the top of the previous one.

2: Draw your tileset using the Drawing Tools

Example shown uses rectangle tool to draw a green rectangle with settings shown circled below

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Example shown below uses pencil tool to pattern the rectangle with settings circled

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Using the toolStrip button you can copy (Ctrl-C) and paste (Ctrl-V) tiles (based on which grid is selected). Use "Ctrl-Shift-V" to paste the tile in whatever grid location you last clicked on

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3: Importing Graphic Assets to create tiles

3.A: Click the Open Folder Icon on Pixel Editor and Navigate to the Graphic Asset .bmp

Example shown uses assets from BetaAssets folder

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3.B: Use the Selection tool or toolStrip button to copy the tile

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3.C: Use the Open Folder Icon to open your current Tileset back into the Pixel Editor

Example shown loads BckCHR_00.bmp

3.D: Use Ctrl-V or Ctrl-Shift-V to paste the tile into the appropriate location:

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4: Re-Coloring imported graphics

4.A: Click on the RGB icon in Pixel Editor should show the imported graphic asset switch to Red Green Blue colors. If not, then the image needs to be re-colored to RGB (Clicking on the Bad Pixels icon will also show this)

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4.B: Use the colors on the sub-palettes and the Global Color Change tool to re-color the asset to use one of the 4-color palettes on the left. Use the "Show Bad Pixels" to confirm colors are valid (the tile should turn black if all colors are good)

Example shown uses Sub 2 Palette and adds new colors to color the brick light and dark gray

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5: Save changes using the disk icon. The tileset BMP should be updated with your changes (in original RGB colors)

6: Taking your graphic assets from an existing NES game using FCUEX

6.A: Launch FCEUX and open the NES rom (Zelda used as an example below)

6.B: Select from Debugger Menu the "PPU Viewer" to show the tileset. Clicking on the tileset changes the Palette.

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6.C: Using the Snipping Tool take a snip of the PPU Viewer screen and take a snip of the tileset. It doesn't have to be exact as long as you get the full tileset. You can use the Snipping Tool option to Snip window contents if you prefer.

We will open in Paint.exe next to precision cut the tileset for import into the Pixel Editor. Save as PNG into your project GraphicAssets folder.

6.D: Open the new PNG in Paint.exe. Zoom in to the edges of the snip and copy the exact tileset.

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6.E: Paste it into a new Paint file. Select Resize and change the size in pixels from 256 to 128.

6.F: Copy the newly shrunken image and create a new paint file (size of 5x5). Paste it in it should auto-size to 128x128 pixels.

Note: It is important not to save it during the process above. Saving before Re-sizing will result in dis-coloring. Do Steps 6.D & 6.E & 6.F all at once.

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6.F: Save as 24-bit color BMP.

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6.E: Open the new BMP in the Pixel Editor in NESmaker. Turn on the 16-pixel grid as shown.

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7: Re-color the tiles with your own palette.

7.A: Copy and paste the tiles you want into your own tileset and re-color using your palettes. Use the "Show Bad Pixels" to ensure all pixels are valid.

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7.B: Save over the existing Background Tileset BckCHR_00.bmp