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05-18-24 11:44 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMAS SMB1 GFX and Palettes
  
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DarkPhoenix
Posts: 35/48
I'm not sure exactly what you're asking, but it seems somewhat generally along the lines of "how do sprites and palettes work?"...Or maybe more specifically "how does the game know which palette each sprite is using?" If that's the case, try playing around with Visual Boy Advance, opening up the sprite, palette, OAM, and map viewers and whatnot, and check the "Automatic Update" box in each. It should give you a pretty good idea of how it all works, much better than if I were to try to make a poor attempt at explaining it all.

Or perhaps even better, play around a bit with the deconstructulator.
Pac
Posts: 636/804
You could use ZSNES to make a savestate while playing a level, and open the savestate in YY-CHR to view the palette.

Other than that, it's not really clear what exactly you're asking for...
SMurf
Posts: 4/4
What I'm saying is that according to various hardware docs the SNES utilizes a palette that indexes 128 high colour (15 bit) values.

It would appear that each sprite has its own palette of 16 high colour values.

When different sprites are being displayed together, does the SNES map the sprites' palettes into its hardware palette?

So if I was displaying two different sprites, sprite 1's palette would be placed at indexes 0 to 15 in the hardware palette, sprite 2's palette at 16 to 31?

(This would mean that a maximum of eight palettes could be mapped and funny stuff has to be done to show additional sprites properly)
Yoronosuku
Posts: 744/1239
I'm not quite sure what you're asking, but I'm sure like most things theres probably just a pointer somewhere that tells the sprite where the palette is within this "chunk". Theres probably different pointers regarding where to look for fire palette, the palettes that the star cycles though, etc..
SMurf
Posts: 3/4
After taking screenshots and encoding colour values into their 16-bit equivalents I managed to locate the palette for Mario/Super Mario in SMB1 in the SMAS ROM. The thing is, it seems to be within a big chunk of individual 16 colour palettes for different things.

How does this work? Does the code load the sprite and then find somewhere to put its palette within the larger hardware palette (128 colours isn't it), updating the references in the sprite? If the sprites are 4bpp then they can only ever refer to 16 colours, so I would assume an offset is applied...
Acmlm's Board - I3 Archive - ROM Hacking - SMAS SMB1 GFX and Palettes


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