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Main - Posts by SAHunterMech


SAHunterMech
Posted on 03-01-18 08:53 AM, in General Megaman Hacking Thread Link | Quote | ID: 166247

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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
Posted on 03-02-18 12:38 AM, in General Megaman Hacking Thread Link | Quote | ID: 166251

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Posted by Quick Curly
Hello, and welcome. I'm not a Mega Man hacker, but it sounds like there might be at least one other palette that you'll have to edit as well to account for those times. In SMB3, which I'm a little more familiar with, there are multiple individual palettes for Mario/Luigi that are sometimes the same matching colours, but they are used in different situations; so if you change one and wish to keep them all consistent, then you'll have to modify them all in the same way.

In case there's anything else to consider for those who might be able to assist you more directly, perhaps a few more specific details would be helpful.
Which specific Mega Man game are you hacking? The first one, or one of the others?
How did you perform the palette swap you already did? With a game-specific editor (like Rock and Roll), or through a special emulator (like FCEUX) and/or a hex editor (like HxD)?
If you search in a hex editor for the values contained within the original palette you modified, do you find any other matching strings? If you try editing one set of values at a time (trying to figure out when they're actually used), do the additional changes fix your issue?

Best of luck. You can do it!


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
Posted on 03-02-18 01:08 AM, in General Megaman Hacking Thread Link | Quote | ID: 166253

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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
Posted on 03-02-18 08:31 AM, in General Megaman Hacking Thread Link | Quote | ID: 166255

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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!

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