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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Layer 3 Text Palettes?
  
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XPeter
Posts: 865/963
Thanks BMF and Matrizzle, that helps a lot.
Mattrizzle
Posts: 66/75
The time bonus palettes when decreasing are at 2D0A8, 2D0AA, 2D0AC, 2D0AE, and 2D0B0.
BMF98567
Posts: 1196/1261
To fix the top of the screen, find a blank space in your ROM, and add the following:

FC xx (repeated 16 times)

where xx corresponds to the 4-color palette you want the tiles to use:

28 = palette 2
2C = palette 3
38 = palette 6
3C = palette 7

Now, go to $F90 in your ROM:

01 18 81 8C 00 08 00

That's the DMA parameter table for the top of the item box, which is now covered up by the level name. 81 8C 00 is the 24-bit SNES address of the tile data to be copied; change that to point to the beginning of the new tiles you just inserted. 08 00 is the number of bytes to copy; change it to 20 00 (32 bytes). Now, go to $F05 (2E), and change it to 28; this is the VRAM address the tiles will be copied to. Go ahead and save your changes. If you did everything correctly, the level name should be one contiguous color.

As for the time bonus...ooh, yikes. I'll have to investigate that one.
XPeter
Posts: 862/963
Can anybody tell me the offsets for the palette used by the green text shown in this picture?



I'm referring to both the level name and the decresing score counter.

Thanks in advance.
Acmlm's Board - I2 Archive - Super Mario World hacking - Layer 3 Text Palettes?


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