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Banon Palette on SAve Screen

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(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:

Code:
Byte 1    xxxxxxxx    x: X coordinate
Byte 2    yyyyyyyy    y: Y coordinate
Byte 3    cccccccc    c: starting character (tile) number    p: palette number
Byte 4    vhoopppc    v: vertical flip   h: horizontal flip  o: priority bits
         Note: the 'c' in byte 4 is the MOST significant bit in the 9-bit char #.

The data for Banon is at $D8EB73 ($18EB73):

Code:
02 (X coordinate)
80 (Y coordinate)
01 (starting tile 2?)
0C (00001100 -> 110 = 2 + 4 = palette 6)

For more info on save screen OAM data, see this post.

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.
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Messages In This Thread
Banon Palette on SAve Screen - by Fenrir - 05-21-2018, 12:30 PM
RE: Banon Palette on SAve Screen - by madsiur - 05-21-2018, 02:55 PM
RE: Banon Palette on SAve Screen - by Fenrir - 05-21-2018, 07:51 PM
RE: Banon Palette on SAve Screen - by Gi Nattak - 05-21-2018, 08:31 PM
RE: Banon Palette on SAve Screen - by PowerPanda - 07-09-2018, 11:43 PM

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