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Main - Posts by SAHunterMech |
SAHunterMech |
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Newcomer Level: 5 Posts: 1/4 EXP: 379 Next: 150 Since: 03-01-18 Last post: 2248 days Last view: 2243 days |
Hey there, so I wanted to get started with MegaMan ROM hacking just by doing a simple palette swap for MegaMan himself. My changes work fine until I shoot, and then MegaMan's colors revert back to the original palette. Even stranger, when I pause/unpause, it goes back to my modded colors! Any ideas on how to fix this? |
SAHunterMech |
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Newcomer Level: 5 Posts: 2/4 EXP: 379 Next: 150 Since: 03-01-18 Last post: 2248 days Last view: 2243 days |
Posted by Quick Curly Thanks. So for starters I'm editing MegaMan 5 (U) specifically. I used MegaFLE X to edit MegaMan's MegaBuster palette. After my changes didn't work properly, I went into a Hex editor and indeed found more instances of '2C 11' which are the colors I want to change. Even when I replaced them all with '3C 02', the same problem occurs with shooting reverting MegaMan to his original Palette. |
SAHunterMech |
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Newcomer Level: 5 Posts: 3/4 EXP: 379 Next: 150 Since: 03-01-18 Last post: 2248 days Last view: 2243 days |
Well I definitely appreciate your help so far. I have one theory but I'm not sure if it's the cause of the issues. In the MegaMan 5 ROM map (https://datacrystal.romhacking.net/wiki/Mega_Man_5:ROM_map), there's a section called "Main Banks" which has something called 1-byte relative pointers. If the palette data is 1-byte then it's not going to be the numbers I've looked for previously, correct? |
SAHunterMech |
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Newcomer Level: 5 Posts: 4/4 EXP: 379 Next: 150 Since: 03-01-18 Last post: 2248 days Last view: 2243 days |
Eureka! That's it! Currently I'm messing around with different color combinations to see what works best. I may now move on to editing the color of his projectiles. Thanks again! |
Main - Posts by SAHunterMech |
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