Acmlm's Board - I2 Archive - Super Mario World hacking - Bowser's palette [issue]
User | Post |
Bowser_k
Posts: 7/70 |
Hey,
That's sounds cool!, I've tried to change Magic koopa's palette, but it doesn't seem to work with the editor in LM, is there a rom address for this one?.
Cheers |
Sukasa
Posts: 300/1981 |
OK, that confused me. I don't think SMW uses that kind of palette setup, because the GFX files point to the same colours, and I was able to add new colours to the arena by adding them to entries E8 to EF. Also, Bowser only seems to read the 3bpp part of his 4bpp encoding. Thanks MikeyK |
d4s
Posts: 150/325 |
mode7 has 8bpp graphics. manually uploading bowsers tiles would enable you to use all 256 colours for his tiles. however, mode7 only uses one palette. thatd mean youd have to arrange the palette of your bowser tileset in a way that the palette entries used by sprites arent used in bowsers tiles. sounds a bit complicated, but isnt hard at all. the hard part for you would be to upload tiles and palette manually. |
Kario
Posts: 1606/2082 |
The thing I hate about changing bowser is that he has like 4 or 6 colors and thats it. |
mikeyk
Posts: 49/110 |
389E - 14 bytes - Bowsers pallette
If I'm not mistaken you can't have 4bpp graphics on a layer with mode 7 rotation |
Sukasa
Posts: 290/1981 |
Hey! Does anyone know what offsets I need to change/where to look in the ROM to change the colours used by Bowser? I put in some experimental new GFX, but the colours need to be changed as well. I know what palette Bowser uses and that (I think), but I need to change the colours used by him.
On a related note, does anyone know how to alter his ASM to allow for 4bpp graphics? SMW still ignores the highest bit and reads only the 3bpp part of Bowser's data. I tried it myself, so I know it doesn't work. |
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