|
AlexAR Member Level: 39 ![]() Posts: 68/306 EXP: 388513 For next: 16258 Since: 11-30-07 Since last post: 9.0 years Last activity: 9.0 years |
|
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? |







