Mountain Palettes being moved and overlay help!

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Mountain Palettes being moved and overlay help!

Post by moegami on Fri 27 Sep 2013 - 21:50

Ok! So at first I thought I could avoid this but at this point I really just need someone to help me with this because it's difficult without. I need to know if the palette data for the mountain area can be moved to a different map? This map is actually Area 00 which is the forest map which might be problematic because of the forest overlay BUT I don't want the overlay gone I want to replace it with the parallel worlds snowing overlay!

I could easily implement the graphics for the snow if someone showed me how I just need the colours from the mountain moved to Area 00 since if you haven't already guessed its a snowy mountain area! I've been just working on the tileset for the mountain lately but now as I'm getting close to finishing it up with a few minor things like entrances being addressed I'd like to see if anyone can help me with these things 😂 

Also sidenote: where's everybody been lately? Just busy or something, the forum isn't nearly as lively as it usually is Laughing 
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moegami



Since : 2013-07-04

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Re: Mountain Palettes being moved and overlay help!

Post by SePH on Sat 28 Sep 2013 - 16:50

SePH wrote:- Parallel Universes - Palette Patch

Code:
Euclid 8/10/2010

The goal:

Patch world colour loading to be area dependant.

This note includes all the changes done to the rom in the .ips patch, and their locations.
Just in case it needs to be moved later on etc, keep this note with the patch.


Notes:
- all Hex offsets in this note are for headerless rom.
- Patch file is for a HEADERED rom. As the original supplied rom was headered.

@ 3F8C0

world color 1 pal 0 is light world non death mountain areas (areas other than 3,5 and 7)
world color 1 pal 1 is dark world non death mountain areas (areas other than 43,45 and 47)
world color 1 pal 2 is light world death mountain areas (areas 3,5 and 7)
world color 1 pal 3 is dark world death mountain areas (areas 43,45 and 47)

Map 1, indicates which pal to use, only proven to work with 0,1,2,3.
Areas 00 to 3F
0 0 0 2 2 2 2 2
0 0 0 2 2 2 2 1
0 0 0 0 1 1 1 1
0 0 0 0 1 1 1 1
0 0 0 3 3 1 1 1
3 3 3 3 3 1 1 1
3 3 3 3 3 3 1 1
3 3 3 3 3 3 1 1

Areas 40 to 7F
0 0 0 2 2 2 2 2
0 0 0 2 2 2 2 1
0 0 0 0 1 1 1 1
0 0 0 0 1 1 1 1
0 0 0 3 3 1 1 1
3 3 3 3 3 1 1 1
3 3 3 3 3 3 1 1
3 3 3 3 3 3 1 1

Areas 80
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

@ 3F9C0

Map 2, if it's a dark world (using 1 or 3) set it to 2, otherwise 0.
Areas 00 to 3F
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 2
0 0 0 0 2 2 2 2
0 0 0 0 2 2 2 2
0 0 0 2 2 2 2 2
2 2 2 2 2 2 2 2
2 2 2 2 2 2 2 2
2 2 2 2 2 2 2 2

Areas 40 to 7F
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 2
0 0 0 0 2 2 2 2
0 0 0 0 2 2 2 2
0 0 0 2 2 2 2 2
2 2 2 2 2 2 2 2
2 2 2 2 2 2 2 2
2 2 2 2 2 2 2 2

Areas 80
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

---------------

Code change to load Map 1:

$02/C694 A5 8A      LDA $8A    [$00:008A]  A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C696 29 3F      AND #$3F                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C698 C9 03      CMP #$03                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C69A F0 0A      BEQ $0A    [$C6A6]      A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C69C C9 05      CMP #$05                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C69E F0 06      BEQ $06    [$C6A6]      A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6A0 C9 07      CMP #$07                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6A2 F0 02      BEQ $02    [$C6A6]      A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6A4 A2 00      LDX #$00                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6A6 A5 8A      LDA $8A    [$00:008A]  A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6A8 29 40      AND #$40                A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6AA F0 01      BEQ $01    [$C6AD]      A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6AC E8          INX                    A:0000 X:0000 Y:0000 P:EnvMXdIzc
$02/C6AD 8E B3 0A    STX $0AB3  [$00:0AB3]  A:0000 X:0000 Y:0000 P:EnvMXdIzc

Change this to

$02/C694 A6 8A      LDX $8A
    C696 BF C0 F8 07 LDA $07F8C0,X
    C69A AA          TAX
    C69B 80 10      BRA to following location.
    .... EA          NOP
$02/C6AD 8E B3 0A    STX $0AB3

Code change to load Map 2:

$1B/ECA2 A5 8A      LDA $8A    [$00:008A]  A:0000 X:0000 Y:0000 P:EnvmXdIzc
$1B/ECA4 29 40 00    AND #$0040              A:0000 X:0000 Y:0000 P:EnvmXdIzc
$1B/ECA7 F0 02      BEQ $02    [$ECAB]      A:0000 X:0000 Y:0000 P:EnvmXdIzc
$1B/ECA9 E8          INX                    A:0000 X:0000 Y:0000 P:EnvmXdIzc
$1B/ECAA E8          INX                    A:0000 X:0000 Y:0000 P:EnvmXdIzc

Change this to


$1B/ECA2 A6 8A      LDX $8A
    ECA4 BF C0 F9 07 LDA $07F9C0,X
    ECA8 AA          TAX            # no need to AND #$00FF because X register will chop it off.
    ECA9 EA          NOP
    ECAA EA          NOP
[You must be registered and logged in to see this link.]

The password is: give-credit-to-euclid-if-used
^^Your request is exactly that patch! With it it's possible to attribute any area colors you like to any of your areas!

Don't know anyone else status, but on my part I've been etremely busy with real life lately and had no rom hacking time at all Razz

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SePH



Since : 2012-06-19

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Re: Mountain Palettes being moved and overlay help!

Post by moegami on Fri 31 Mar 2017 - 1:51

The link to this is broken, any mirror?
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moegami



Since : 2013-07-04

http://zeniea.com

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Re: Mountain Palettes being moved and overlay help!

Post by SePH on Fri 31 Mar 2017 - 18:37

You can find this patch in my conker asm files pack, which you can find here:

[You must be registered and logged in to see this link.]

Smile
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