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Main - ROM Hacking - SMB1 graphics editing | New thread | New reply |
origamimaster7 |
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Newcomer Level: 4 Posts: 1/2 EXP: 168 Next: 111 Since: 08-19-14 Last post: 3528 days Last view: 3528 days |
Hello I was working on a SMB1 rom hack and was editing palettes. And trying to make a star/space background like in VS. Yellow Devil, but I could not figure out how to make the stars change colors like the ? blocks in the game.
Any help getting the star to change from dark blue to blue to light blue would be very appreciated. Thanks. |
ShaneM |
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Snifit Compromised account. Please contact an admin to restore access. Level: 36 Posts: 112/285 EXP: 293232 Next: 14878 Since: 02-17-14 Last post: 3131 days Last view: 2646 days |
Posted by origamimaster7 The first thing that I'd recommend doing is grab the SMB1 disassembly, by doppleganger, from RHDN. The next thing is, look at "Palette3_MTiles:" within the disassembly. All those tiles make use of the changing color palettes. You'd need to add sprite tiles to the game, as well as define it within that data spot. Then, look up "SolidMTileUpperExt:" and "ClimbMTileUpperExt:", these are what defines an object's attributes. Whether it is a solid (like a block) or climbing (like a vine). I would attribute the new star object after the "axe" or $C7. That way, it is defined without collision, if that's what you want. My advice would be to convert this game to MMC3 since it is NROM. Use infidelity's work, since it is already done. Next, import the routine from his notes into the disassembly and create a routine and go from there. (Because assembling with a make.bat is twice as easy as using a hex editor.) Good luck! EDIT: One last thing, the data at "ColorRotatePalette:" defines what colors will be rotating. So define your different shades of blue from there. ____________________ At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day? |
Main - ROM Hacking - SMB1 graphics editing | New thread | New reply |
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