I'm trying to rip sprites from Mario vs. Donkey Kong 2: March of the Minis. I've figured out that each sprite in the game is stored in a
To my knowledge, each sprite is 8 bits per pixel and has its palette data stored alongside it in the .bin file. Using TiledGGD and/or Tinke, I can get as far as displaying most sprites with accurate shapes.
For example, this is a sprite taken from a screenshot of the game:
This is what I can get to display in TiledGGD (I've also achieved identical results in Tinke):
My issue is that I can't get the sprites to use the correct palette no matter how much I offset the palette data, even though it looks like all of the colors used by the sprite are stored at the beginning of the .bin file.
Is there any way I can get the palette data to correspond to the sprite data with reasonable accuracy?
.bin
file in the game's data/anims
folder, which is part of the game's file structure.To my knowledge, each sprite is 8 bits per pixel and has its palette data stored alongside it in the .bin file. Using TiledGGD and/or Tinke, I can get as far as displaying most sprites with accurate shapes.
For example, this is a sprite taken from a screenshot of the game:
This is what I can get to display in TiledGGD (I've also achieved identical results in Tinke):
My issue is that I can't get the sprites to use the correct palette no matter how much I offset the palette data, even though it looks like all of the colors used by the sprite are stored at the beginning of the .bin file.
Is there any way I can get the palette data to correspond to the sprite data with reasonable accuracy?