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04-29-24 05:02 PM
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Acmlm's Board - I3 Archive - ROM Hacking - nes pallette editor help New poll | |
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fetts

Octorok


 





Since: 01-17-06

Last post: 6403 days
Last view: 6283 days
Posted on 01-31-06 09:06 AM Link | Quote
im using this program to change colors around, but whenever it tries to save, this comes up:

Run time error '75':
Path/File access error

Any suggestions?
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6467 days
Last view: 6467 days
Posted on 01-31-06 12:06 PM Link | Quote
Bah, just search for them in hex, the palette editor lacks an entire line of colors.
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6324 days
Last view: 6279 days
Posted on 01-31-06 01:45 PM Link | Quote
It's quite simple actually. Allow me to demonstrate really quick following along with Dragons's reply.

Considering you're hacking megaman 5 ...i have no experience with that game since I'm working on Megaman 3 ..

But here a really quick rundown of palette editing ..i did this without even having to open up any megaFLE level editor. Took like 2 minutes.


What you'll want to do is open up FCEUXD, mm5, and the PPU viewer...go to whatever screen of the palette you want to change...for my example i just randomly picked the stage select screen.
If you hover your mouse over the top layer of colors you see in the ppu viewer, they'll show you numbers. Start from the far left, and copy down all the numbers you see from left to right EXACTLY ...then search for them in the hex editor....and you'll see that i circled in red...found the location of the stage select palette no problem.

So i change a few numbers randomly and get this result

Yes I know this can take more work to do ...but it's handy to hex edit when palettes won't save changes in a level editor...or causes problems.
Kirk Bradford Myers

Shyguy








Since: 01-23-06
From: Baltimore, Maryland

Last post: 6574 days
Last view: 6574 days
Posted on 01-31-06 03:18 PM Link | Quote
I've used NES Pallette Editor to find and make quite a few changes in my upcoming hack Metroid Begins, but in doing so I learned a valuable lesson that almost lost me all of my hard work...DO NOT SAVE WITH THIS PROGRAM! A sound word of advice...

NES Pallette Editor has this nasty habit of "adding" bytes into a ROM when it saves, making the ROM un-editable within certain level editors that verify that the ROM you're trying to edit is for that program by checking the number of bytes in the ROM. I actually rendered one of my copies of Metroid Begins unusable with MetEdit by saving with this thing...it's a good thing I keep multiple backups!

These days, I use NES Pallette Editor only as a tool for looking, and use it in conjunction with a hex editor on which I do all my editing and saving.

On a side note about saving...NES Pallette Editor is an excellent program for "encrypting" ROM hacks if you have created a hack and don't wish for someone else to bring it up in a level editor and tear out all of it's secrets. I will be "encrypting" Metroid Begins in this manner. Just make sure that you wish to make no further changes to the ROM afterwards, or that you have a back-up copy that you can still change.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6467 days
Last view: 6467 days
Posted on 01-31-06 05:34 PM Link | Quote
One last thing about palettes, often you won't find all the colors in one big row like that in a hex editor, break them up into the four individual palettes when searching. For example, only search for 0F202111.
fetts

Octorok


 





Since: 01-17-06

Last post: 6403 days
Last view: 6283 days
Posted on 01-31-06 06:43 PM Link | Quote
great. Thanks for all the help. I think im almost ready to start editing. woot to the max.
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6441 days
Last view: 6441 days
Posted on 01-31-06 06:58 PM Link | Quote
If you need a good color table, you should check out this document, which has a very nice color table in the Palette Editing section. Though the document is a bit outdated (from before FCEUd's time) and thus recommends that you use NESticle (which you should stay far, far away from ), it's still a good read; if you have any trouble editing palettes, that document should help.

Edit: kuja killer's post, though, should be all you need, as far as instructions go. Well done, kuja.


(edited by NetSplit on 01-31-06 06:00 PM)
fetts

Octorok


 





Since: 01-17-06

Last post: 6403 days
Last view: 6283 days
Posted on 01-31-06 07:03 PM Link | Quote
whats wrong with using nesticle? I used it already for editing a couple things (i.e what mega mans shot looks like, replace his shooter with a hand, etc...). Being able to see the changes right away is a big help.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6467 days
Last view: 6467 days
Posted on 02-01-06 10:52 AM Link | Quote
Nesticle is simply outdated and inferior to the awesome power of FCEUXDSP, the one feature you mention is the only it doesn't support. Built-in hex editor is better, though

Anyway, one last thing, always use $0F for black, the other blacks cause problems when played on a real NES console, it's always a good idea to conform to some sort of standard in the event that NES flash carts come along someday.
fetts

Octorok


 





Since: 01-17-06

Last post: 6403 days
Last view: 6283 days
Posted on 02-02-06 07:25 PM Link | Quote
when changing pallets, can u change colors pre tile (8x8 pixels) or do u have to do some asm stuff to get that specific? Also, how do u rearange sprites to edit when they are mixed in the first place? Is there any kind of logical order these are in or should i just number the sprites 1-30 (random number), arrange them so they look right, edit them, then put them back in number order?

I know ive been asking a lot of questions, but im so close to editing my rom fully that its painfull not to know. I really wanna do a good job, so just bear with me for a couple more days and ill be hacking like a hippie with nothing to do. (I know that was bad, but it made me laugh)
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6324 days
Last view: 6279 days
Posted on 02-02-06 08:07 PM Link | Quote
Originally posted by fetts
when changing pallets, can u change colors pre tile (8x8 pixels) or do u have to do some asm stuff to get that specific? Also, how do u rearange sprites to edit when they are mixed in the first place? Is there any kind of logical order these are in or should i just number the sprites 1-30 (random number), arrange them so they look right, edit them, then put them back in number order?


Well about the sprites, they MUST come in order when putting them in stages. For example...you can't have sprite #1 on screen 0 ...while sprite #0 is on screen 1 because it'll cause the game to incorrectly read them while playing the game.
What I always do when inserting/deleting sprites for megaman 3 is always have them in a left to right order for X positions. Say you got 5 sprites placed on 1 screen ..have the first on the far left..then the next a little more to the right, then a little more right, etc etc and do it like that for each screen.

also checkpoints in the megaman games will have will a sprite number read that tells the game what sprite number to read on a half way point, or boss point for a stage, so that has to be set correctly to. It's not supported by MegaFLE 0.30/0.42 apparently from what I can tell, so it has to manually be hex edited.

I'm not so good at explaining things but if this doesn't make sense, then i'll try again.

About palletes, you only get 16 colors per FULL palette. And you get 4 seperate sets out of those 16. So if you had different types of background you were going to use...and you wanted it to be something like "blue, white, green, yellow" ...and another portion of the background more colors, then you'd have to use another one of those 4 sets and set the appropriate colors, and settings, it's kinda hard to explain.

The NES is limited on palettes/colors.


(edited by kuja killer on 02-02-06 07:11 PM)
fetts

Octorok


 





Since: 01-17-06

Last post: 6403 days
Last view: 6283 days
Posted on 02-03-06 08:17 AM Link | Quote
im sorry, i guess i didnt state the question correctly. Lets say i want to edit mega man. when you're editing, the mega man sprite is broken up and all jumbled. Is there any kind of logical order that i can use to put them together agian when editing, or do i have to treat it like a big puzzle?
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6324 days
Last view: 6279 days
Posted on 02-03-06 11:49 AM Link | Quote
Originally posted by fetts
im sorry, i guess i didnt state the question correctly. Lets say i want to edit mega man. when you're editing, the mega man sprite is broken up and all jumbled. Is there any kind of logical order that i can use to put them together agian when editing, or do i have to treat it like a big puzzle?


Oh, well if you're doing this in tile layer pro or something, you must keep them in that scrambled up order otherwise the game won't disaplay the tiles correctly because the data/code is based off "tile ID's". You can edit it, but don't try putting them together in your own way and then save it expecting everything to look okay cause it'll only cause problems unless you know what you're doing.

It's easy to deal with level maps.
But sprites are not.
It's again very limited.


(edited by kuja killer on 02-03-06 10:49 AM)
Nosuch

Bronto Burt








Since: 01-11-06
From: Oklahoma

Last post: 6402 days
Last view: 6402 days
Posted on 02-03-06 04:54 PM Link | Quote
Originally posted by Dragonsbrethren
Anyway, one last thing, always use $0F for black, the other blacks cause problems when played on a real NES console, it's always a good idea to conform to some sort of standard in the event that NES flash carts come along someday.


Actually, I know a site that does something like that already. http://www.nesreproductions.com/
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6467 days
Last view: 6467 days
Posted on 02-03-06 05:06 PM Link | Quote
I got my copy of the FF3 translation on the original cartridge from there, but those aren't flash carts, those are a real NES cartridge with the ROM swapped out for another one. They're also expensive, so I'd only go there for hacks/translations I really want on a cartridge.

About Mega Man's graphics, don't ask me how they work, I've never looked into them, but YY-CHR has a .adf format that is supposed to reorder tiles to make sense (There's one included for SMB1, which is great, makes editing everything so much easier)
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