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05-03-22 05:07:27 AM
Jul - General Game/ROM Hacking - Kid Icarus Palette Problem New poll - New thread - New reply
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AlexAR
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Posted on 03-07-09 06:11:35 PM Link | Quote

OK then, I'm just gonna throw this out here for kicks and see what happens. If someone is able to simply link a document that solves my exact problem, I will be grateful and you can close the thread.

I am working on a Kid Icarus hack. I'm changing the graphics and level layout. I'm using DahrkDaiz's PitStop v0.7.3 which works great for building levels, not so much for changing palettes. Editing Level 1-1'a palette went flawlessly, unfortunately I come to level 1-2 and things go sour. In the editor the palette looks just the way I want it, in game though it is all wrong.

Now I have changed palettes in other NES games like SMB1-3 and Metroid using a hex editor. But the technique I used for those games doesn't seem to work for Kid Icarus.

What I normally do in FCEUXD is search for the palette colors I want to change in the PPU Memory, add a write breakpoint to the color I want to change, let the debugger snap, and go to the address in the NES Memory that it lists. Then when I right click that value, it gives me the option to "Go here in Rom file."

This is where I can permanently change the palette. But for some reason, when I follow this procedure in Kid Icarus, that little option to "Go here in rom file" does not show up.

I tried searching for the palette directly in the rom file, but I seem to get false positives or something. It looks like palettes are shared between levels and or enemies and its just a big mess. I change what I believe is level 1-2's palette, but level 1-1's palette gets messed up.

Given time I may be able to decipher this weirdness, but quite frankly, that's why I use ready made game editors, to avoid this stuff. I sent DahrkDaiz a PM from board2 a while back but no answer yet.

I found this pdf with lots of Kid Icarus notes, but even the rom map at bottom isin't helping.

Can anyone enlighten me?
Googie

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Posted on 03-09-09 03:07:49 AM Link | Quote
If you want, e-mail me your ROM and & I'll check it out. Lesse if I can come up with a solution for ya's...



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AlexAR
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Posted on 03-31-09 08:36:12 PM (last edited by AlexAR at 04-05-09 02:05 PM) Link | Quote
I have this thread already, might as well use it again. This time, Im working with SMB3 and I just want to be able to change what palette a block uses. SMB3 Workshop can't do it, nor can DahrkDaiz's Super Mario Bros. 3 Level Object TSA Editor. Both extremely awesome programs by the way.

Normally, coins(cherries) and plains floor use the same palette. Obviously, when I change the coins(cherries) palette to have a red and white color, the floor(grass) changes too. How can I change what palette each block uses.

Im sure there is a document somewhere detailing how each block is constructed and what palette it uses. I could not find it on romhacking.net or in the documents included in SMB3 Workshop.

Data Crystal has a rom map of SMB3 and has a section labeled "plains level Defs." I'm thinking/hoping that stands for Plains tile set block definitions. I am beating my head trying to figure out what those offsets do cause I can totally change a shitload of em at random and nothing in game changes.

For reference...
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Jul - General Game/ROM Hacking - Kid Icarus Palette Problem New poll - New thread - New reply


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