[18:00] <colondee> Flynman!
[18:00] <colondee> do you know how the sprites are formatted?
[18:00] <colondee> is it like 64 bytes for each sprite
[18:01] <colondee> and each byte is a pixel color?
[18:01] <Flynman> hell no!
[18:01] <Flynman> the SNES is far more efficient than that
[18:02] <Flynman> can you convert hex to binary well?
[18:02] <Flynman> otherwise whip out Windows calculator
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[18:03] <Flynman> it uses something called bitplans
[18:03] <Flynman> *bitplanes
[18:03] <Flynman> Look at this:
[18:04] <Flynman> F0 represents one row in one bitplane
[18:04] <Flynman> F represents the first four pixels and 0 represents the last four pixels
[18:04] <Flynman> convert that to binary
[18:04] <BlueAntoid> Hey poik
[18:05] <Flynman> 1111 0000
[18:05] <poik007> what?
[18:05] <poik007> oh
[18:05] <poik007> Hi
[18:05] <poik007> I forgot that in english, hey mean hi
[18:05] <Flynman> that's the first row of the first bitplane of the sprite
[18:06] <Flynman> so, to get more colors than two, you need more bitplanes
[18:10] <Flynman> so lets take one row with four bitplanes, that's four bits:
[18:10] <Flynman> *four bytes
[18:11] <Flynman> here they are: 1F 2F 30 43
[18:11] <Flynman> convert them all to binary
[18:11] <Flynman> 1F: 0001 1111
[18:12] <Flynman> 2F: 0010 1111
[18:12] <Flynman> 30: 0011 0000
[18:13] <Flynman> 43: 0100 0011
[18:13] <Flynman> now, read down the colums and convert them to decimal
[18:14] <Flynman> Column 1: Bin: 0000 Dec: 0
[18:14] <colondee> i'm confused up to that point
[18:14] <Flynman> Column 2: Bin: 0001 Dec: 1
[18:14] <colondee> :(
[18:14] <colondee> er
[18:14] <colondee> i get it up to that point
[18:14] <colondee> i get how you convert it and stuff
[18:14] <colondee> but wtf is the first row of the bitplane,
[18:14] <colondee> the first row of the sprite?
[18:14] <Flynman> ok, let me finish, then I'll explain anything you don't understand
[18:15] <colondee> k
[18:15] <Flynman> Column 3: Bin: 
[18:15] <Flynman> whoops
[18:15] <colondee> Bin: 0110 DEC: 4?
[18:16] <Flynman> Column 3: Bin: 0110 Dec: 6
[18:16] <colondee> well i was close
[18:16] <colondee> D;D
[18:16] <poik007> Binary is a little hard for my head
[18:16] <poik007> ^_^
[18:17] <colondee> i get why it's six
[18:17] <Flynman> Column 4: Bin: 1010 Dec: 10
[18:17] <colondee> first 0 is 8, second is 4, third is 2, fourth is 1
[18:18] <Flynman> Column 5 Bin: 1100 Dec: 12
[18:19] <Flynman> Column 6: same as column five
[18:19] <Flynman> Column 7: Bin: 1101 Dec: 13
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[18:20] <Flynman> Column 8: same as column 7
[18:20] <Zero_Diamond> Guys!  I found the information needed to EDIT MAPS!
[18:20] <colondee> ..
[18:21] <colondee> *sigh*
[18:21] <colondee> i hope you actually did
[18:21] <colondee> ;)
[18:21] <Flynman> 0x100200
[18:21] <poik007> Z_D:For real?
[18:21] <Flynman> please, don't try me
[18:21] <Zero_Diamond> I wish I did.
[18:21] <poik007> oh...
[18:21] <colondee> Flynman has tried
[18:21] <colondee> alot
[18:21] <Zero_Diamond> *sigh* I'm terribly sorry.
[18:21] <Flynman> so that gives you a single row of, in dec: 0, 1, 6, 10, 12, 12, 13, 13
[18:21] * poik007 cries
[18:22] <colondee> flynman
[18:22] <Flynman> those are the palette index values, any questions?
[18:22] <colondee> so that means
[18:22] <colondee> 0 is black
[18:22] <colondee> er.
[18:22] <colondee> i think i get it
[18:22] <colondee> :D
[18:22] <Flynman> 0 is usually transparent
[18:22] <Flynman> there's a few more things to it
[18:23] <colondee> so it'd be transparent white something something something etc
[18:23] <colondee> the dec numbers are the pixels
[18:23] <colondee> and the pixel color
[18:23] <colondee> right?
[18:23] <Flynman> yeah, but the number is the number in a color
[18:23] <Flynman> * palette, not color
[18:24] <Flynman> the palette is a list of the actual color values used for a sprite
[18:24] <Flynman> there's a few more notes on the SNES graphics format
[18:24] <Zero_Diamond> Oh, neat.  So you're saying it's possible to change the palette?
[18:25] <Flynman> yeah, if you locate in the ROM
[18:25] <Zero_Diamond> Whee!
[18:25] <colondee> lol
[18:25] <Flynman> I'm explaining the SNES graphics format to colondee
[18:25] <colondee> that's not what we were talking about
[18:25] <colondee> yeah
[18:25] <colondee> :P
[18:25] <Zero_Diamond> I know.
[18:25] <colondee> weehee
[18:25] <Zero_Diamond> But you're talking about palettes.
[18:25] <Zero_Diamond> So I thought I'd ask.
[18:25] <Flynman> yeah, that's part of the SNES graphics format
[18:25] <colondee> i get it woohoo :D
[18:26] <Flynman> there's a few more things
[18:26] <colondee> k
[18:26] <Flynman> every sprite, let's take the Ness sprite for example, is made up of small 8x8 pixel tiles
[18:26] <colondee> it is? :(
[18:27] * Zero_Diamond takes notes.
[18:27] <colondee> zero you missed alot
[18:27] <Flynman> yeah
[18:27] <colondee> so you're gonna not get it
[18:27] <Zero_Diamond> I know.
[18:28] <Flynman> I think I may post this on moonside as a lecture type thing
[18:28] <Zero_Diamond> I don't really care, the 8x8 part is what I need.
[18:28] <Flynman> a single 8x8 tile is 32 bytes
[18:28] <poik007> U seem to know a lot of things Flynman
[18:28] <colondee> of course poik
[18:28] <colondee> :O
[18:28] <colondee> zero
[18:29] <Zero_Diamond> Yes?
[18:29] <colondee> if you're thinking you can crack map editing
[18:29] <colondee> or whatever
[18:29] <colondee> just no.
[18:29] <colondee> :D
[18:29] <Zero_Diamond> I'm not thinking that.
[18:29] <colondee> k good
[18:29] <Zero_Diamond> If I thought that, you could shoot me.
[18:29] <Zero_Diamond> Because I'd NEVER do it.
[18:29] <colondee> rofl
[18:29] <Zero_Diamond> EVER.
[18:29] <poik007> I will try to crack map editing
[18:29] <poik007> I'm a genius too
[18:29] <poik007> ^_^
[18:29] <Flynman> a single 8x8 tile is 32 bytes
[18:29] <colondee> if you were, i would have told you to meat Flynman
[18:29] <Zero_Diamond> If I even TRIED, my brain would melt and pour out my nose.
[18:29] <colondee> k
[18:29] <colondee> 8x8 = 32 bytes
[18:29] <Flynman> yes
[18:30] <colondee> 8x8 = itself divided by 2
[18:30] <colondee> :o
[18:30] <colondee> anyways go on
[18:31] <Flynman> ok, you understand what a bitplane is, right?
[18:31] <colondee> yeah i think
[18:32] <Flynman> ok, well each tile has four of them
[18:33] <Flynman> which means that it can have 16 total colors
[18:33] <colondee> yep
[18:34] <Flynman> each bitplane contains eight bytes
[18:34] <colondee> yep
[18:34] <colondee> ..
[18:34] <colondee> i thought it was 32 bights
[18:35] <Flynman> each of them represents a single row
[18:35] <colondee> oh.
[18:35] <Flynman> tile is four bitplanes, each bitplane is eight bytes, 4 X 8 = 32
[18:36] <Flynman> ok?
[18:36] <colondee> ooohh
[18:36] <colondee> k
[18:36] <colondee> so each bitplane is 4 pixels
[18:36] <colondee> ..right?
[18:36] <Flynman> no, eight bytes
[18:37] <colondee> er yeah
[18:38] <Flynman> a bitplane is like a part of an image, it contains a bit in the actual pixel value
[18:38] <colondee> k
[18:39] <Flynman> in the tile there are four bitplanes, four bits, Bin: 1111 = Dec: 16
[18:41] <Flynman> so overlay the four bitplanes and get the pixel values
[18:41] *** Topic is 'PK Hack .3 Progress: approximately 10-15% | Flynman: The SPC-700 0wNz my brain | ROFISH: Zophar went boom.'
[18:41] *** Set by BlueAntoid on Tue Jul 02 17:23:41
[18:41] <Flynman> I'll give you four bitplanes in binary, you overlay them and give me the decimal values, k?
[18:42] <colondee> k
[18:42] <poik007> OMG
[18:42] <poik007> I'm understanding
[18:42] <poik007> too
[18:42] <poik007> or it's I understand too?
[18:42] <colondee> ueaj
[18:42] <colondee> yeah
[18:42] <colondee> second one
[18:42] <poik007> ok
[18:42] <poik007> ^_^
[18:42] <colondee> :P
[18:43] <Flynman> no, you used correct english the first time, don't listen to :D
[18:43] *** BlueAntoid has quit IRC (Ping timeout)
[18:43] <poik007> ...
[18:43] <colondee> well
[18:43] <poik007> I don't trust you Flynman on this one
[18:43] <colondee> I understand too is more commonly used
[18:43] <Flynman> no, it's not
[18:43] <colondee> I'm understanding too just sounds different
[18:44] <poik007> ok stop arguing about english and continue your byte-thingy
[18:44] <Flynman> I understand too and I'm understanding too are both correct, I thing he said I understanding too the second time
[18:44] <poik007> like me an Flynman arguin about headless chickens
[18:45] <Zero_Diamond> Hey Flyn?
[18:45] <Flynman> alright, forget out the example I was going to give you, I'll just finish this lecture
[18:46] <Flynman> in the SNES format, a single 8x8 tile is formatted like this:
[18:48] <Flynman> each byte of the first two bitplanes are stored intertwined then each byte of the third and fourth bitplanes are stored intertwined
[18:48] <Flynman> so if the four bitplanes were:
[18:50] <Flynman> Bitplane 1: 1F 13 16 10 10 10 56 72
[18:50] <Flynman> Bitplane 2: 1C 20 14 20 16 35 52 71
[18:50] <Flynman> Bitplane 3: 27 13 78 52 75 10 53 74
[18:50] <Flynman> Bitplane 4: 1E 03 01 98 13 16 56 76
[18:50] <Flynman> that would look like this in the ROM:
[18:53] <Flynman> 1F 1C 13 20 16 14 10 20 10 16 10 35 56 52 72 71
[18:53] <Flynman> 27 1E 13 03 78 01 52 98 75 13 10 16 53 56 74 76
[18:53] <poik007> ooooooh
[18:53] <Flynman> got it?
[18:53] <poik007> me yeah
[18:53] <poik007> 42 i dunno
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[18:54] *** ChanServ sets mode: +q BlueAntoid
[18:54] *** ChanServ sets mode: +o BlueAntoid
[18:54] <BlueAntoid> Hey, grumble grumble
[18:55] <BlueAntoid> You know, this stupid client doesn't even bother to tell me that I've been disconnected from the server.
[18:55] <BlueAntoid> It waits until I do something instead.
[18:55] <poik007> ...
[18:55] * BlueAntoid kicks mIRC
[18:55] * poik007 pity da mIRC
[18:55] <Flynman> yeah, I know, that annoys me
[18:55] <BlueAntoid> Especially since I've been cut off nearly 10 times today
[18:55] <Flynman> is anyone logging this?