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Author Topic: Megaman 4 palette help  (Read 334 times)
PharKam
Guest
« on: September 27, 2007, 03:23:00 am »

I apologize if this is in the wrong place.

I am having a lot of trouble trying to locate the palettes used in Megaman 4 for when Megaman is charging.  I have tried all I know how to do to find those palettes, and even looked at http://www.romhacking.net/docs/363/ but the location it had seems to be incorrect.  The palette colors I am looking for is apparently 22 2C 11 00, but when I search for that in a hex editor, it doesn't bring up any results.

If someone could tell me the location of Megaman's charging palette or point me in the right direction in a way where I can find it, I would appreciate it very much :)
KingMike
Guest
« Reply #1 on: September 27, 2007, 11:37:54 am »

FCEU XD SP's PPU Viewer helps. Press F2 to freeze the game if you need to.
Each palette 4 colors, but you might want to just look for the last 3 colors, because on the NES, the first color of each palette is really just for transparency.
PharKam
Guest
« Reply #2 on: September 27, 2007, 07:01:10 pm »

Yeah, I tried that.  The last three colors I got was 22 2C 11, but when I do a hex search for that, it finds one result, which is at 792CE.  Changing it doesn't seem to change the palette ingame, so I'm at a loss at what to do.
Jigglysaint
Guest
« Reply #3 on: September 27, 2007, 07:34:19 pm »

Look at 780b2(header subtracted).  That's the routine for what loads the palletes for charging up.  It starts with a B9, which means it's grabbing a value based on Y.  To figure out exactly where the data is being grabbed, you are going to need to do some more tracing.  I think what happens is that as the button is pressed, the first pallete gets switched, then the second, then both cycle from two palletes.

Basically it's ASM, but it shouldn't be too hard to figure out, even with limited ASM knowlege.

7926D(minus header) has a list of values that seem to be the pallete cycle.  If you look at all the data, you can see that the pattern matches what values are loaded into ram when you charge the buster.  So for the first pallete entry, 6D 92 is the location loaded.  There's entries for the 3 palletes that are affected, as it seems.  I hope this works.  It better be worth the....3 miniutes it took to find the data?

Any more questions?  Megaman 4 is my bitch!
« Last Edit: September 27, 2007, 07:41:15 pm by Jigglysaint »
PharKam
Guest
« Reply #4 on: September 27, 2007, 10:54:09 pm »

Oh that looks like it would be helpful information, but I'll admit, I'm not very good with all of this.

Basically, the furthest I've been able to get is finding the palette in FCE Ultra's Debugger and Hex Editor, but I don't know where to go from there.

I apologize if I'm being a pain, but thank you for taking the time to help me.

[EDIT] Oh hey, I found it!  It works now!  Thank you so much for the help!
« Last Edit: September 29, 2007, 01:31:47 am by PharKam »
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