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05-05-24 03:35 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda 3 Sprite Palette Confusion New poll | |
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Reshaper256

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Since: 11-17-05
From: United States

Last post: 6328 days
Last view: 6285 days
Posted on 09-26-06 02:48 PM Link | Quote
(I posted this on the other board, but I'm not sure how many people will see it there.)

Does anybody know anything about what controls which half of the sprite palettes are used by any sprite using the "lower fourth" of the loaded enemy GFX?

For example:



I captured these with Virtual SNES (a savestate editor). GFX that are green are using the first "half" of the sprite palettes, while GFX that are blue are using the second "half." Sometimes (pic 1), the lower fourth of the loaded enemy GFX will use the second half of the sprite palettes, while other times (pic 2), the lower fourth will use the first half, just like the rest of the enemy GFX. I can't seem to figure out what is making the game do this swap; the exact same palette values seem to be loaded for the sprites using these GFX, so I don't see what's telling the game to use the other half of the palettes. I believe it is somehow based on the value loaded to $0AA3, which is the EnemyBlk (HM name) value for dungeons plus #$40, and determines which enemy GFX is loaded into the tileset shown in the pictures above. But I've looked and found nothing, so I could be wrong about that. The value might somehow be tied to the actual "fourth" of graphics itself, instead of connected to the entire "EnemyBlk" value.

If anyone could offer any insight as to what's actually causing this, it'd be great.

edit: Hmm... this thread is slowly sliding down the page... I guess nobody knows.


(edited by Reshaper256 on 09-27-06 10:45 AM)
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