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0 users currently in ROM Hacking. |
User | Post |
fetts Posts: 11/26 |
thats exactly what i wanted. How did u figure out what numbers on the left correspond to each sprite? |
kuja killer Posts: 37/104 |
Oh, Well it does work fine though, just saying.
Doesn't affect any other screens I mean this is what the guy wants to do right ?? |
Dan Posts: 63/219 |
That's the actual palette values, not the offset. |
kuja killer Posts: 36/104 |
Umm, you have the wrong offset location.
The Capcom logo palette is $2EBD6 - $2EBE5 dunno how you managed to come up with a 7 digit long offset...should be only 5 |
fetts Posts: 10/26 |
went and read the documents u recommended and had no idea what i just read. Looks like i got a lot to learn before i can do what i want. thanks anyway |
Dan Posts: 61/219 |
Yes. You need to find the attribute data for those things, and set them to use one of the other 4 palettes that are available for the background.
This document explains it briefly (search for block attributes). You can also look up a few documents on NESdev on attributes also. |
fetts Posts: 9/26 |
How can i change a pallete for one thing without effecting everything else? For example, im trying to change the color for the CAPCOM logo in mega man 5. The hex value (from what i see) is 0F172702 for the color arangement. But when i try to change it, it changes an ass load of other things too (protomans scarf, sprite colors, etc..). Is there a way to only change these tiles without affecting everthing else? |