Banon Palette on SAve Screen - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Banon Palette on SAve Screen (/thread-3691.html) |
Banon Palette on SAve Screen - Fenrir - 05-21-2018 I've change all of Banon's palettes to Duncan's palette with FF6LE, the only thing left is the save screen where it still portraits Banon's palette. Under the Gfx of FF3usME, the Sprites tab "Use the same indexes as the battle one" is check, but still no effect. Started a game fresh. The "palette_locs" text list Banon (CA:FDC8 0x03) but HxD popup exclaims the following: The file doesn't contain the offset CAFDC8. Any ideas? RE: Banon Palette on SAve Screen - madsiur - 05-21-2018 That $CAFDC8 offset is the NPC palette assignement, you will find it at $0AFDC8 in a hex editor. For the save screen, palette is part of OAM data, that has following format: Code: Byte 1 xxxxxxxx x: X coordinate The data for Banon is at $D8EB73 ($18EB73): Code: 02 (X coordinate) For more info on save screen OAM data, see this post. RE: Banon Palette on SAve Screen - Fenrir - 05-21-2018 (05-21-2018, 02:55 PM)madsiur Wrote: That $CAFDC8 offset is the NPC palette assignement, you will find it at $0AFDC8 in a hex editor. For the save screen, palette is part of OAM data, that has following format: After many trial and error with some funny effects, nothing changes Banon's palette. For instance, changing the 0C to 00 makes Terra's upper body appear instead of Banon's upper body on the loading screen. Terra has Banon's palette. Using 0B make Banon's upper body all "jumble" up. RE: Banon Palette on SAve Screen - Gi Nattak - 05-21-2018 Banon's save palette is actually set on the Imp's sprite (Index 15), the Top, frame 2 and Bot., frame 2. Can change it with FF3usME. I can't remember exactly why, though, and if changing it alters some other sprite palette in turn. But I think it's okay from brief testing here. RE: Banon Palette on SAve Screen - PowerPanda - 07-09-2018 Okay, did a little research on this, and wanted to finally post a solution to the save screen palette issue. In FF3usME, sprites 14-21 (hex 0E-15) do not HAVE shop palettes. Thus, they should only have one set of Top Frame/Bottom Frame palettes, instead of 2. That means that the following fields correspond to the sprite palettes 14 - Soldier: "Top, Frame 1/Bottom, Frame 1" of the Soldier's Sprite 15 - Imp: "Top, Frame 2/Bottom, Frame 2" of the Soldier's Sprite 16 - Leo: "Top, Frame 1/Bottom, Frame 1" of the Imp's Sprite 17 - Banon: "Top, Frame 2/Bottom, Frame 2" of the Imp's Sprite 18 - Esper Terra: "Top, Frame 1/Bottom, Frame 1" of Leo's Sprite 19 - Merchant: "Top, Frame 2/Bottom, Frame 2" of Leo's Sprite 20 - Ghost: "Top, Frame 1/Bottom, Frame 1" of Banon's Sprite 21 - Kefka: "Top, Frame 2/Bottom, Frame 2" of Banon Sprite ADDITIONALLY, these palettes are NOT SET CORRECTLY in the base rom. Here is what needs to be changed: 14 - Soldier: 1 15 - Imp: 0 16 - Leo: 0 17 - Banon: 3 18 - Esper Terra: 2 - INCORRECT. Should be set to 5 for the best approximation 19 - Merchant: 1 20 - Ghost: 0 21 - Kefka: 2 - INCORRECT. Should be set to 3 HOWEVER, note that if you select the box "use the same indexes as the battle one", the incorrect pointers in FF3usME will change your list to the following. (Hint: that flag should never be used if you are planning on adding characters beyond Umaro.) 14 - Soldier: 1 15 - Imp: 1 - INCORRECT 16 - Leo: 0 17 - Banon: 0 - INCORRECT 18 - Esper Terra: 0 - INCORRECT 19 - Merchant: 0 - INCORRECT 20 - Ghost: 3 - INCORRECT 21 - Kefka: 3 |