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Main - ROM Hacking - SMB1 Lakitu palette help New thread | New reply


CKY-9K
Posted on 04-21-08 02:03 AM Link | Quote | ID: 82153


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I need help with some stupid confusing color setup that deals with the Lakitu's palette.



$686b is the start of the palette data for enemies. They are assigned their palette by the numbers given.

from the start it's:

01 02 03 02 01 01 03 03 03 01 01 02 02 21 01 02 01 01 02 FF 02 02 01 01 02 02 02

And at $687c is the Lakitu palette, which is 01. I changed it to 03.

However in the picture I showed you, the corners seem to not change.

I think it's caused by some gay routine for how it mirrors the lakitu cloud, but I don't get it. It's assigned in a confusing way. I'm not too good at ASM, but as how I editted this and all I'm pretty good at finding small values.

I don't understand how it's assigned. Can someone please help?
There's an SMB Disassembly and all but like I said I'm not good with ASM besides maybe using it as a refference of what to edit.

I'm one of those "wing it" type of guys.

Please help. Pretty please?

____________________








GameGenie81
Posted on 04-22-08 09:04 AM Link | Quote | ID: 82224


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The screenshot of Lakitu in your post appears to be from an SMB1 hack, not the real SMB1. Please post a real SMB1 Lakitu screencap.

In CPU-speak, what starts at $686b would be recognized by the CPU as $e85b IIRC, with Lakitu's starting at "$e86c."

But... about the corners not changing, I am afraid I will have to leave it to the ASM pros out there.

Thank you,



Ben

____________________
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CKY-9K
Posted on 04-22-08 05:33 PM Link | Quote | ID: 82230


Pokey
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I mean ROM addresses not CPU.

Duh it's from a hack. It's from my hack. It shows the error that I'm talking about. I editted the address to make lakitu use Palette number 4, or $03, and the address is in fact supposed to be where all the enemy palette assignments are done. But Lakitu's palette change is acting up, because whoever coded the Lakitu from over 20 years ago coded it in some mysterious way.

I know the problem it's just that I don't know how to find, and fix it. It's some code that deals with horizontally mirroring the cloud tiles on Lakitu. For some reason the mirrored tiles obtain it's palette in a strange way, that changing the main palette code doesn't really do anything to the tile.

____________________








never-obsolete
Posted on 04-22-08 06:58 PM (rev. 2 of 04-22-08 06:58 PM) Link | Quote | ID: 82232


Rat
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$EB12:A5 EF LDA $EF
$EB14:C9 11 CMP #$11
$EB16:D0 36 BNE $EB4E
$EB18:AD 09 01 LDA $0109
$EB1B:D0 21 BNE $EB3E
$EB1D:B9 12 02 LDA $0212, Y
$EB20:29 81 AND #$81
$EB22:99 12 02 STA $0212, Y
$EB25:B9 16 02 LDA $0216, Y
$EB28:09 41 ORA #$41
$EB2A:99 16 02 STA $0216, Y
$EB2D:AE 8F 07 LDX $078F
$EB30:E0 10 CPX #$10
$EB32:B0 30 BCS $EB64
$EB34:99 0E 02 STA $020E, Y
$EB37:29 81 AND #$81
$EB39:99 0A 02 STA $020A, Y
$EB3C:90 26 BCC $EB64
$EB3E:B9 02 02 LDA $0202, Y
$EB41:29 81 AND #$81
$EB43:99 02 02 STA $0202, Y
$EB46:B9 06 02 LDA $0206, Y
$EB49:09 41 ORA #$41
$EB4B:99 06 02 STA $0206, Y


the fix is in this code. to make sure you learn something, i'll leave it up to you to figure it out.

CKY-9K
Posted on 04-22-08 09:54 PM (rev. 4 of 04-23-08 04:10 AM) Link | Quote | ID: 82242


Pokey
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FIXED

thanks for the help.

What I did is turn all "$29 $81" to "$29 83"

I assume the "8" part is the part that mirrors the tile, and the second hexdigit is the palette.

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GameGenie81
Posted on 04-24-08 12:46 AM Link | Quote | ID: 82283


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Posted by never-obsolete

$EB12:A5 EF LDA $EF
$EB14:C9 11 CMP #$11
$EB16:D0 36 BNE $EB4E
$EB18:AD 09 01 LDA $0109
$EB1B:D0 21 BNE $EB3E
$EB1D:B9 12 02 LDA $0212, Y
$EB20:29 81 AND #$81
$EB22:99 12 02 STA $0212, Y
$EB25:B9 16 02 LDA $0216, Y
$EB28:09 41 ORA #$41
$EB2A:99 16 02 STA $0216, Y
$EB2D:AE 8F 07 LDX $078F
$EB30:E0 10 CPX #$10
$EB32:B0 30 BCS $EB64
$EB34:99 0E 02 STA $020E, Y
$EB37:29 81 AND #$81
$EB39:99 0A 02 STA $020A, Y
$EB3C:90 26 BCC $EB64
$EB3E:B9 02 02 LDA $0202, Y
$EB41:29 81 AND #$81
$EB43:99 02 02 STA $0202, Y
$EB46:B9 06 02 LDA $0206, Y
$EB49:09 41 ORA #$41
$EB4B:99 06 02 STA $0206, Y


the fix is in this code. to make sure you learn something, i'll leave it up to you to figure it out.


Where are these same values in the SMB2J ROM? I would like to implement a similar palette fix for Lakitu here...

Thank you,



Ben

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CKY-9K
Posted on 04-24-08 12:51 AM Link | Quote | ID: 82284


Pokey
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Depends. FDS ROM? some NES SMB2j ROM?



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GameGenie81
Posted on 04-24-08 01:38 AM Link | Quote | ID: 82287


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Posted by CKY-2K
Depends. FDS ROM? some NES SMB2j ROM?



I am referring to both the FDS ROM and the pirated NES ROM equivalent. OK???

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We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines.

CKY-9K
Posted on 04-24-08 02:05 AM (rev. 2 of 04-24-08 02:06 AM) Link | Quote | ID: 82288


Pokey
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I suggest you use parts of the hex I pasted to find where it's located.

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Main - ROM Hacking - SMB1 Lakitu palette help New thread | New reply

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