(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-07-24 05:42 AM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - 15 colors for Shared Sprite Palettes C and D New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 01-10-07 02:21 AM Link | Quote
Through the use of custom palettes, it's possible to give yourself 15 colors for sprites instead of the normal seven. But if you try to bring high-color sprites into areas that don't allow custom palettes, such as boss battles and cinema scenes, all the extra colors will show up as black. And yet... I've had a 15 color Yoshi sprite for a while now, and he inexplicably looks absolutely fine when he waits outside of castles and during the ending:



I've been wondering how exactly I managed to do this, as I'd like to duplicate the effect in other hacks. Well, I think I've figured it out, and it's pretty simple to do.

Make a level with a custom palette, and get your sprite palettes set up like you want them. (I do it like this:)



Now, go to a level with no custom palette. Open the shared palette editor, double click on a color, and make some kind of change. You now have the option to "Save RGBs to ROM." Instead of doing so, hit "Open Level Number" and go back to the level with your custom palette. Even though you're in a level with a custom palette enabled, you still have the option to Save RGBs to ROM. If you do so, your red and green 15 color custom palettes will be saved as shared palettes!

If you go back to a level without a custom palette to look at your shared palettes, the right side of palettes C and D will still look solid black in Lunar Magic. But the changes will be there in-game. You can have a 15 color Yoshi or mushroom sprite that shows up properly anywhere in the game! (If you're willing to use custom palettes anytime you use berries, you can also change palettes 9, A, and B to a pattern that matches what you've done with C and D. Color eight for those three palettes will always be solid black, though, so you might arrange C and D to have a dark color in that slot, too)

As far as I can tell, this doesn't affect background or foreground palettes and I haven't really tested to see if you can do anything with palettes E and F. Um, back up if you're concerned about messing up your palettes. I use custom palettes in every level so I'm not noticing any ill effects.

This might not be particularly useful knowledge to non-spriters, but I thought I'd pass it along anyway. (And if this is already common knowledge, um, pretend I didn't post this...)
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6315 days
Last view: 6287 days
Posted on 01-10-07 03:29 AM Link | Quote
It makes perfect sense now that I think about it. Thankfully, given the ultra simplistic nature of most of my graphics, I generally cram everything into the first 8 colors. But if I ever get artistic talent, this will definitely come in handy. Thanks for taking the time to look into this.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6287 days
Last view: 6287 days
Posted on 01-10-07 07:25 AM Link | Quote
Ingenious, yet amusing.
I might try this out sometime. Palette limitations have always been a problem to me.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6301 days
Last view: 6287 days
Posted on 01-10-07 10:18 AM Link | Quote
Ooh! This is interesting - I had a shaded version of the SMW Koopa (taken from SMAS SMB3 Battle Mode...) in Ninji Saga level 1, but didn't put it on any other level because redoing the pallete for every level would be pain. I will remember this, thanks!
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6289 days
Last view: 6287 days
Skype
Posted on 01-10-07 12:53 PM Link | Quote
Originally posted by icegoom
Now, go to a level with no custom palette. Open the shared palette editor, double click on a color, and make some kind of change. You now have the option to "Save RGBs to ROM." Instead of doing so, hit "Open Level Number" and go back to the level with your custom palette. Even though you're in a level with a custom palette enabled, you still have the option to Save RGBs to ROM. If you do so, your red and green 15 color custom palettes will be saved as shared palettes!

Wait... Saving RGBs to ROM while in a custom palette editor overwrites the "hardcoded blacks" with the custom colors from that level?

Okay. This reeeeally shouldn't work. O_o

*Investigates*

Nope. It doesn't work like that. Here's how it really works:

The black colors of the palette are unused. Therefore, there was no reason for the SMW programmers to make the loading routine load anything to those colors.

Lunar Magic, however, has got "Custom Palettes", which is made possible by an ASM hack which loads an entire palette (including the unused colors).

But... If you go from a level with a custom palette to a level without one, the normal palette loading routine doesn't load anything into the unused colors, leaving them unchanged. This means that a non-custom palette level will use the same "unused colors" as the last custom palette level you visited.

Note to self: Think about modifying the default palette loading routine to allow the shared palette to use all 256 colors.


(edited by Smallhacker on 01-10-07 06:54 AM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 01-10-07 02:05 PM Link | Quote
Ha ha! I was about going to shoot back with a "Nuh-uh! I totally tested this by first entering a level with no custom palette and it worked," but to my shock, I looked at the level in question and it had a custom palette enabled. I guess it's so ingrained in me to load a palette file immediately on creating a new level that I'd done so without realizing. So, um, yeah, I'm an idiot and no one should do this.

OK, at least I understand how this has been happening, then. In order to have Yoshi or a mushroom in the item box, I have to have entered a level with custom palettes. (Since I use custom palettes in every level) I was wondering why this wasn't saving the custom colors over palettes 0-7...

I apologize again for posting this without more thorougly looking into it. I thought I'd found the solution to a problem that'd been bugging me for a while and got all excited. Thanks for straightening me out, Smallhacker.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6288 days
Last view: 6287 days
Posted on 01-13-07 04:31 AM Link | Quote
I've been far more idiotic on far better terms. Don't condescend yourself, icegoom D:
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - 15 colors for Shared Sprite Palettes C and D |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.013 seconds; used 382.89 kB (max 463.92 kB)