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05-05-24 12:54 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB 3 mario change New poll | |
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fetts

Octorok


 





Since: 01-17-06

Last post: 6409 days
Last view: 6288 days
Posted on 09-10-06 11:36 PM Link | Quote
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.


HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6285 days
Last view: 6285 days
Posted on 09-10-06 11:39 PM Link | Quote
Find that data in the ROM, or the code that writes it, and change that.
Dragon hellfire

Octoballoon
oops, you lose








Since: 07-18-06

Last post: 6438 days
Last view: 6438 days
Posted on 09-10-06 11:42 PM Link | Quote
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.
Milly

Metal axe
mrew~
We're downpouring again!

Affected by 'wtf I'm posting Syndrome'








Since: 11-17-05
From: Mirabel, Québec, Canada

Last post: 6302 days
Last view: 6285 days
Posted on 09-10-06 11:55 PM Link | Quote
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 ...


(edited by Acmlm on 09-10-06 10:55 PM)
fetts

Octorok


 





Since: 01-17-06

Last post: 6409 days
Last view: 6288 days
Posted on 09-11-06 01:34 AM Link | Quote
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
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6287 days
Last view: 6287 days
Posted on 09-11-06 01:41 AM Link | Quote
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

Octorok


 





Since: 01-17-06

Last post: 6409 days
Last view: 6288 days
Posted on 09-12-06 01:30 AM Link | Quote
thats it!

Thanks googie for the find.
Zepper

Paragoomba








Since: 09-04-06
From: Brazil

Last post: 6286 days
Last view: 6285 days
Posted on 09-13-06 07:50 PM Link | Quote
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.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6285 days
Posted on 09-14-06 08:19 AM Link | Quote
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.
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