User | Post |
Smallhacker
Posts: 623/2273 |
Thanks a lot. |
BMF98567
Posts: 388/1261 |
They're stored in BGR format, 5 bits per channel, like so:
0bbbbbgg gggrrrrr
0=unused, b=blue intensity, g=green intensity, r=red intensity. Of course, in the ROM, the two bytes are going to be stored in reverse order (FF 7F, not 7F FF). Lunar Magic shows the SNES format for each color, so you could just write down the first few colors of a sprite palette and search for them that way... |
Smallhacker
Posts: 611/2273 |
Thanks, but in what format are they stored and where can I find a description of it? |
cpubasic13
Posts: 625/1346 |
Hmmm... *opens up SNESPal*
Address $00348C is the start of the sprite palettes (starting with the grey colors). I don't know where Mario's palette is... but this should be useful to you. |
Smallhacker
Posts: 606/2273 |
Read the last word. :/ |
cds113089
Posts: 8/46 |
If you mean the ones already stored in the game, I don't know what to tell you. They are .plt files, but I think your best bet is to ask FuSoYa. You could try looking in the .zip folder LM originally came in. |
Smallhacker
Posts: 597/2273 |
Where are the SMW palettes stored and in which format? I'm planning on making a new Sprite Paint version which shows a preview of the sprites. Using a hardcoded palette would be lame, so it would be nice if it could read directly from the ROM. |