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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 - An overworld palette problem | |
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XPeter

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Posted on 03-05-05 12:39 AM Link | Quote
In a level, colour 8 of most palettes can only be edited when a custom palette is enabled, right? Otherwise it says that the colour's hardcoded by ASM. How can i edit a colour 8 on the overworld? Is there a hex address i can change to give the overworld a "custom palette"? And also, how can i stop colours 6D and 7D from flashing, and make them editable?
Smallhacker

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Posted on 03-05-05 01:40 AM Link | Quote
The answer: ASM
Glyph Phoenix

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Posted on 03-05-05 01:49 AM Link | Quote
Only a true hacker can give a complete answer in one word. You're a credit to your field, Smallhacker.
cpubasic13
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Posted on 03-05-05 08:24 AM Link | Quote
Actually, if you want to change the palettes of the flashing parts, look up a program (name is SNESPal) and look up one of the color values of the palette. You should see a gradient in there somewhere and you can edit them there. Save, and then test. Of course, backup just in case.
Atma X

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Posted on 03-05-05 09:41 AM Link | Quote
Originally posted by Glyph Phoenix
Only a true hacker can give a complete answer in one word. You're a credit to your field, Smallhacker.


Well actually, there is more than one word that describes it.
Mappings/Data, and programming (programming = programming in 65816 ASM, since that is the language being used here).

And if you're thinking that setting up that pesky Color 8 only involves Programming, then that's wrong. The use of Programming and Data required,... even if the Data is just one Byte (and it is 2 Bytes in this case).

So to be technical, nobody can describe it in one word (any answer that isn't technical isn't correct,... it can come close to being correct, but if any part is missing, it is incorrect).

Note: Mappings don't mean that they involve Gfx,... they are simply just Byte(s) that are used as information for something.


(edited by Atma X on 03-05-05 12:48 AM)
(edited by Atma X on 03-05-05 12:50 AM)
XPeter

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Posted on 03-06-05 02:08 AM Link | Quote
okay Atma X sorry but i didn't get a word of that. Anyway i found an easier way. I just swapped everything between colours 2 and 8, because colour 2 is usually supposed to be black. So now i can edit entry 2. I know this is unlikely, but is there a way of making it so that EVERY colour of the palette changes with the submap, and not just colours 4,0 to 7,8...? If anyone's wondering why i'm asking these questions, it's cause i've started making SMB3 and it has a VERY complicated overworld compared to that of SMW!
Dmackeybog

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Posted on 03-07-05 12:50 AM Link | Quote
I'd have to agree, with small hacker, you need to try and use ASM to solve you'r problem.
Atma X

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Posted on 03-07-05 05:32 AM Link | Quote
Which could take him a while to learn (and since he didn't understand a thing that I said in my last post,... it could be a very long while).
XPeter

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Posted on 03-07-05 12:38 PM Link | Quote
yeah i just downloaded some ASM 65816 documentation from zophar's. looks complicated but i'm good with picking up this kinda stuff.
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