lawl
look at the logo.pk (uncompressed) on TM on 8bpp.
then arrange the window until you clearly see the picture accurately.
usually, just like the ysds logo, if there are multiple pics, each are like separate images with their own palettes. (usually)
so you see that jibberish after the actual image?
look at this screen:
that's where the palette
should be if this is a logo with the common format.
and, do this:
what I basically did was get the jibberish as the first tile on tile molester so I can see what offset that jibberish starts in.
(it says 0000C074)
so on a hex editor... lets go to 0xC074
Pic:
as I've explained on the summon night thread, the RLCN TTLP is a common palette header.
The header is 40 bytes long, so count up to 40 from the "R" in RLCN. If counted correctly, the header ends at C0AB.
So the next byte, C0AC, is where the palette starts.
an 8bpp image has a 256 color palette.
so on a calculator, convert C0AC to decimal form, 49324, and insert that number in TM.
there you go.
do the same for the other logos. Remember, each of them has their own palette so search for them the same way. (Or now because you know the format of the palette, you can just search for RLCN or TTLP and try to locate the palette that way
)