+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  i would be so happy: a dragon warrior 3 hack: with a blue background in battle
Pages: 1 ... 3 4 [5]
Author Topic: i would be so happy: a dragon warrior 3 hack: with a blue background in battle  (Read 2834 times)
DaMarsMan
Guest
« Reply #60 on: May 10, 2007, 08:42:54 pm »

Simply put...Thats not possible on NES. However, that kind of is like the idea I had for emulators where users could make graphics packs by dumping parts of vram and using a higher resolution with 24bit graphics. That way you could make nes games look like really nice.
renejr902
Guest
« Reply #61 on: May 10, 2007, 09:58:37 pm »

ok i understand damars.

im not slow mind lol

i just dont get it sometime when i try to understand lol

im sport teacher, believe it or not Smiley and a great one too. BUT IN FRENCH LANGUAGE LOL

anyway thanks all for everything. its really nice. when my girlfriend saw me took some hours for find hex code she become discourage, but now im happy and her too.
she dont understand when i spent so much time to play a old game with background color.  aaahhh old classic time..... 

thanks great molinoski to defend me all the time about my english and mind. Smiley

anyway maybe i will hack the battle music, im thinking about it. not sure if i want to remove it
StIoachim
Guest
« Reply #62 on: May 10, 2007, 10:04:21 pm »

Nah, n.n If you felt offended, please forgive me.

It's always nice to see someone trying to make some introductory work on romhacking
Sliver X
Guest
« Reply #63 on: May 10, 2007, 11:11:49 pm »

I'll tell you how I did it. Teach a man to fish, and all that shit:

The addresses for the NES palettes begin at $3F00, PPU memory (Background colors, first palette). Since the BG color is mirrored from this, we want to change what's being loaded into here.

Before a fight, I set a WRITE breakpoint to $3F00 PPU. When the battle starts, the breakpoint is triggered.

From here, I look to where it's getting the value $0F (Black). It's being loaded from an address in CPU memory, according to the debugger. So I disable my first breakpoint, and set an EXECUTE breakpoint for the address I just found.

I enter a fight again, and this sets off the breakpoint. It now shows that $0F is being loaded from another address. Here, it's being loaded as a literal value (LDA #$0F), so this is the byte that needs changed.
renejr902
Guest
« Reply #64 on: May 10, 2007, 11:24:09 pm »

ok great thanks for explanation  Smiley

few months ago i did something like your explanation, to hack a rom but explanation was given in a text file. it was to insert a cheat in a snes rom
Moulinoski
Guest
« Reply #65 on: May 16, 2007, 03:50:09 pm »

So, all NES palettes begin at $3F00? So, if I decided to hack, let's say, Final Fantasy, the palette will begin at the same place?

... And I'm not going to hack Final Fantasy's palette... :P

Quote from: renejr902 on May 10, 2007, 09:58:37 pm
thanks great molinoski to defend me all the time about my english and mind. :)

You're welcome! :D If I knew at least an eighth of French, I would've tried writing in your language but alas... My French is about as good as... Heh... Let me not go there. :D
KingMike
Guest
« Reply #66 on: May 16, 2007, 04:47:43 pm »

Quote from: The Great Moulinoski on May 16, 2007, 03:50:09 pm
So, all NES palettes begin at $3F00? So, if I decided to hack, let's say, Final Fantasy, the palette will begin at the same place?
The NES stores its palette at address $3F00 in the PPU RAM. However, data has to be transferred TO there somehow from the ROM. It can be wherever in the ROM the designers want.
Pages: 1 ... 3 4 [5]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC