I have gathered more info, going through each and every question thread that pertains to the subject. #Super mario world sprites and assets how to#Ok, the hunt continues for how to fully have control over my custom sprite palettes. I honestly cant figure this out on my own it seems.įebruary 01, 2014, 05:24:08 PM - (Auto Merged - Double Posts are not allowed before 7 days.) pal files with their custom sprites that can only use half the colors the file specifies. It's really frustrating because I can half-ass it and just sample the sprite down to use half the colors in yychr by just using the first 8 palette colors but i KNOW there HAS TO BE A WAY to access the full palette, otherwise i assume people wouldnt put up. Is there a palette property i need to mess with inside of the sprite's. Now, I've tinkered with it a little bit and it seems that the last 8 colors in the palette row, while SAYING they are displaying like this:Īre ACTUALLY repeating the first 8 colors instead and looking like this: Using the ingame palette in yychr, it shows the sprite PERFECTLY (bad pic).īut when I load the game in an emulator or lunar magic, it still displays the off colors, as displayed in the 8x8 tile editor. I save state and open the exgraphics for the custom sprite in yychr to see whats going on. I save my level to rom but, when I open my rom in an emulator, the colors look like this: pal and awesome, now the palette the custom sprite uses (in this case palette row 8 or 0xF) is in my rom, according to lunar magic. When I first started inserting custom sprites in my rom, i couldn't get a majority of them to display the palette correctly, so i read around and found out how to open a custom palette in lunar magic. I'm fairly new to hacking mario world (almost zero experience with assembly) but have run into a weird sort of problem.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |