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05-18-24 01:44 PM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB 3 mario change
  
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JaSp
Posts: 86/89
And as additional note, I remember that in some parts of SMB3, the color loading/writing/whatever was hardcoded and that I had to trace down the routine to fix everything for my editor (which may still have errors/bugs iirc).
Anyway, that's nothing hard to find for someone who knows the basics about assembly/debugging, but it still is more complicated than just a copy/paste from a part of the ROM.
Zepper
Posts: 9/74
As additional note, it's quite obvious that palette values are stored into PPU $3F00-3F1F space, as palette RAM. Hacking NES memory spaces will NOT change the game, but only its RAM memory. This way, take the palette values as 0F xx xx xx 0F xx xx xx ...

From here, the game could store it by skipping the 0Fs or storing it completly. An easy hexaeditor could search this string very easily. Dito.
fetts
Posts: 25/26
thats it!

Thanks googie for the find.
Googie
Posts: 271/391
JaSp made a color editor a couple of years ago for SmB3 that edits Mario and Luigi's palettes. Which you can snag here.

This is what I used when I was working on Wario Bros. 3, g'nite.
fetts
Posts: 24/26
Okay, i found what i needed to change with the FECUXD hex editor. But when i go to save or save as, nothing happens and it doesnt save. Any ideas?

Thanks for the help in advanced
Milly
Posts: 26/145
Originally posted by fetts
I found the orginal sprite color in the PPU memory at:
3F10
3F30
3F50
3F70
3F90
3FB0
3FDO
3FF0
3F10 would be the one, the rest are mirrors (palette data is 32 bytes, at 3F00-3F1F)

Since the game only uses one palette for the whole sprite, and you need the top half to use a different one, just finding the existing palette data won't do much good ... you'll have to find the code that sets the sprite properties (tile to use, palette, flipping, above/behind background), and change the palette attribute ... there's probably going to be some ASM hacking involved, but it shouldn't be too hard

Then of course, you might need to change the colors, and whatever second palette you use (there's 4 for sprites) is most likely used by other sprites already ...
Dragon hellfire
Posts: 51/162
It looks like you have 00 in the original pallete. I noticed that, and it ussually isn't the right colour. It's sort of a dynamic colour, can't really explain to well. Anyways, the pallete is at 10539-1053C, so change that too whatever it is you wanted. If it doesn't work, I don't know what your problem is.
HyperHacker
Posts: 3246/5072
Find that data in the ROM, or the code that writes it, and change that.
fetts
Posts: 23/26
Howdy,

What i want to do is change the mario sprite on the map screen to the dark mage character from Final Fantasy 1. I already changed the mario sprite from the map screen to the overworld dark mage sprite, now i need to change the pallet.

The pallet i need to change is 0016360F. The bottom half needs to be changed to 0F0F1636, while the top half (his hat), needs to be 0F0F2730 By using FCEUXD SP 1.06, I found the orginal sprite color in the PPU memory at:
3F10
3F30
3F50
3F70
3F90
3FB0
3FDO
3FF0

However, when i try to change the color, it reverts back to the orignal code. What do i need to do to stop it from changing.


Acmlm's Board - I3 Archive - ROM Hacking - SMB 3 mario change


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