Quote:
Originally Posted by Codetapper
What do you mean "paste it back into the source file" exactly?
I am guessing you are wanting to put graphics into a WinUAE savestate, but it's just a big stream. Let's say you have ripped the graphics as 16x16 tiles, arranged as a 4x4 grid, and there are 3 on the screen in Atari ST format. You load a 320x256 indexed PNG. What on earth is the program supposed to do? Decode everything back from PNG into the format the game needs and guess how many tiles etc?
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Not really into a WinUAE save state, but into a file or disk image where the graphics aren't compressed. My idea was, assuming you've got MapTapper configured with the correct offset, number of bitplanes etc for ripping a specific image from a file, you could load in a replacement image instead. I hadn't really thought about multiple tiles/images, just a one-by-one image replacement. Sorry, hope that makes sense!
Edit: This might help explain things, with the "Giana II" hack of Hard N Heavy what I did was
- Load a WinUAE save state in MapTapper to get the palette
- Load the WHDLoad disk image rip in MapTapper
- Ripped the graphics and noted the offsets etc
- Edited the PNGs
- Converted the PNGs back to bitplanes and stored them in the WHDLoad disk image with an ugly program I hacked together
What I was really after was the ability to do that last step in MapTapper itself.