Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I just checked and it is going into Paint correctly. So somehow the problem is with Photoshop. I will need to look into why Photoshop is doing this. Never had this problem before, but then again I normally don't past in 4 color images. Photoshop works correctly when I do the same thing with SNES games from Bizhawk.
Update: The problem is, Photoshop needs to be in CMYK color mode and not RGB.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
All good things to note. I think for the same reason Gambatte set the default as something easy to look at, I will go with that for the maps, to make them easy to look at as well. The main thing, is once I start making maps, I want all the maps I make for different games to all use the same palette to make them consistent.
Thanks again for your help in this, and to everyone else that chimed in on this topic.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Thank you. That gives me the info I need. Since I want the most accurate colors for my maps, I will stick to the Print Screen and not use Ctrl + C. I'm probably the only person out there this matter to :)
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Do you mean the colors in my "Ctrl + C" image, or the colors I listed that my default setting give me of: "1st color: 255, 255, 255 - 2nd color 170, 170, 170 - 3rd color 85, 85, 85 - 4th color 0, 0, 0. BG, SP1 and SP2 all have the same values."
I just checked your image. Even though it only has 4 colors, the values of some of them are different then what I have as my default. The colors in your image are: 1st color: 255, 255, 255 - 2nd color 173, 173, 173 - 3rd color 82, 82, 82 - 4th color 0, 0, 0
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
It's not the program I'm pasting into, as the image you provided loaded into Photoshop perfect with 4 colors. I did not change the color palette from the default, but to be sure to eliminate that in case something accidentally got changed here is a screen shot of the palette I am using, let me know if it is the default and correct. Since I am making maps I want to use the most accurate palette, and I assume that is the default one.
I used the eye dropper to get the color values: 1st color: 255, 255, 255 - 2nd color 170, 170, 170 - 3rd color 85, 85, 85 - 4th color 0, 0, 0. BG, SP1 and SP2 all have the same values.
Is that what the default palette is and would that be the most accurate palette to use for making maps of Game Boy games?
I'm guessing if it is a problem with Windows code (I'm using Windows 10), then there is nothing I can do other then using "print screen" to get the accurate colors. It makes one extra step for me for each screen shot I capture, but I can handle that if it is the only way.
So I eliminated the Program I'm pasting into because your image included in your post imports into Photoshop just fine. I eliminated using the default gray palette if you can verify the values I typed in are correct for the image I took of my color palette settings. So all that leaves from your list is Windows is to blame.
Can you, or anyone else if you don't have a computer with Windows, post an image to this topic so I can load that into Photoshop and see if it has the correct colors or not?
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Here is how I figured it out. I was selecting the background to remove the coins and move them to a separate layer. I used the magic wand tool that selects just one color. As you can see, in the correct image (From Screen Shot), it works fine, but the one that I got from (Ctrl + C), does not work because of the extra color.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Correct image with 4 colors taken as a screen shot from the emulator:
Incorrect image with 6 colors taken in the same spot with Ctrl + C:
Edit by feos: Embedded the pics.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I was just doing "Ctrl C" and not "Ctrl + Shit + C". You can test this very easy. Load any Game Boy game and use "Ctrl +C" and paste into any program that can tell you how many colors are in the image and you will see 6 colors and not 4 as it should be. Let me know what you find after trying it out.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I found a glitch. When I take a screen shot of the Game Boy Emulator the colors come out perfect. When I use "Ctrl + C" to copy the screen, it messes up the colors.
Visually it is not really noticeable, but when you paste it into Photoshop, it adds several extra colors that should not be there. For example, if I index the colors from the Print Screen, there are 4 colors. If I do the same for the "Ctrl +C" then there are 6 colors. Most people probably would not notice or care, but for mapping the games I need the exact colors from the game, without extra colors added.
The same happens both with the game screen and the GPU viewer.
Should I start a new topic for this? Let me know if you need any other information from me on this, or if this is a know issue?
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I got it to work, I just needed to select "CartRAM". Thank you for helping me figure this out. I'm going to start making maps of Game Boy games. I will be posting my maps at gameboymaps.com. I will let you know if I run into any other issues along the way.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I just downloaded and installed the newest version of Bizhawk (BizHawk-2.9.1 2023-05-03). I am using Gambatte core for the Game Boy emulation. It is still having the exact same problem with the RAM Search not doing a live update on the values. Is there a setting I need to change to make it live update?
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
It must not be in the version of Biz Hawk I have. Currently running Interim Build SVN r4263. Only thing on the bottom bar is the save slots. No Preferred Cores in the config menu. Was there only one core for the Game Boy when this version came out? If so do you know what core it was?
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
In the "RAM Search" it does not appear to be updating the values live. Is there something I need to do in the settings to get it to do that? In the older version of BizHawk it just automatically kept updating the values live.
When I try it in the SNES9X core it works fine. Thanks for any feedback on this.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Is there a setting somewhere or can one be added, that will let me change vertical scroll values so that it displays properly for games that do that?
Even if this was a setting that could be turned on and off to force it to start where it would draw the top row of pixels. I just need it for capturing the backgrounds. It is ok if it messes up the display of objects (I assume objects refers to Sprites and not the backgrounds?).
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Another issue I am having is in the "RAM Search" it does not appear to be updating the values live. Is there something I need to do in the settings to get it to do that? In the older version of BizHawk it just automatically kept updating the values live.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Thanks for looking into the black lines on the left and right, you are correct, as I just checked out Super Mario World, and it is not an issue there. However the missing row on the top and the extra row on the bottom seem to be an issue with all the games. No need to worry about the left and right thing as that was just with the one game, but can the top and bottom issue be fixed?
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Hi, I the guy who runs nesmaps.com and snesmaps.com and I have been working on mapping more SNES games recently.
I have worked with you guys in the past about requesting features on the BSNES core for the SNES Emulator in BizHawk. You guys have been of great help. I know it has been many years, but I would like to open a dialogue again and request some more features, changes, fixes to the BSNES core to make mapping games run more smoothly and go quicker.
I have a bunch of questions, but I will start with this... I notice when Copying the screen from the game play window, the Right and Left sides have a one pixel wide black line running down the sides. Is that because that is the way the SNES originally displayed to the screen, or is that a glitch? If it is a glitch, could it be fixed so the black lines are not there and you can see the entire 16 pixels of the tiles on the right and left sides of the screen? If that is a desired feature to have those black lines there because that is what the original hardware did, is there a way either have them removed when using the "Ctrl + C" option so I can capture the complete screen? Or at least have an option to not display those black lines?
The 2nd thing on a similar note, is that the top row of pixels is not displayed in the game screen. It shows an extra row at the bottom. Again I'm not sure if this is done because that is what the original hardware did, but for mapping it is useful to be able to capture all 16 rows of pixels form the tiles on top part of the screen. Would it be possible to have them in there when the "Ctrl+C" is used, or an option to display the top row, and cut off that extra row on the bottom?
Thanks for any help you can provide. If you have any questions or need a better explanation of what I mean let me know.
Most of the maps I make I just do screen grabs from the Graphics Debugger, but in some cases I need to grab from the game screen as well.