User talk:Blaziken257: Difference between revisions

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  0x3527: Byte 1 of the water color for Ugly Ducting
  0x3527: Byte 1 of the water color for Ugly Ducting
--[[User:Shiny|Shiny]] ([[User talk:Shiny|talk]]) 14:23, 2 December 2014 (EST)
--[[User:Shiny|Shiny]] ([[User talk:Shiny|talk]]) 14:23, 2 December 2014 (EST)
:Hello! I wrote that paragraph about the color palettes back in 2008 when I had no knowledge of assembly (in fact, I was new to ROM hacking back then), and due to the way the coding works for those palettes, I could not find the palettes by searching for the necessary hex strings in a hex editor. I eventually learned assembly in 2011 though... and some time after that, I eventually used BGB's debugger and managed to find where the palettes were located, as you can see [[Donkey Kong Land III:ROM_map#Level_Color_Palettes|here]]. I never remembered to update the notes page, though, so your message served as a nice reminder for me to update it!
:Though, the offsets that I listed there are different! So, it turns out that the coding is in TWO different places, which I hadn't known before you mentioned this just now. The code that I found earlier is at <tt>0x14F55</tt>. I took a very quick look at why there are two functions for this, and it appears that <tt>0x14F55</tt> (the offset I found) is called when the entire visible screen is underwater, while <tt>0x34F5</tt> (the offset you found) is called when part of the screen is above water, but part of it is underwater. I assume that the difference has something to do with the fact that the game needs to change palettes between scanlines when only part of the screen is underwater (i.e. usage of hblank tricks). Sorry if I'm confusing. And I should really update the notes page when I have time... anyway, thanks for the help! [[User:Blaziken257|Blaziken257]] ([[User talk:Blaziken257|talk]]) 00:24, 3 December 2014 (EST)
::Ah, my mistake for not first checking the ROM map page. I added the other palette offsets to the ROM map.--[[User:Shiny|Shiny]] ([[User talk:Shiny|talk]]) 10:25, 3 December 2014 (EST)

Latest revision as of 15:25, 3 December 2014

Hey

Hi, I'm MysteryHeff, I was just wondering if you could help me with a sort of project I'm doing, it is to fix the Pokemon hack articles, please reply on my talk page, if you want more info just ask me.--MỸŠŦЄЯỸЊӘҒҒ H@CK3R GUY 02:08, 17 January 2009 (UTC)

well its not really hacking the roms, (I am trying to clean up some of those articles) its mainly things like this:

and I need help creating these ones:

Pokemon Red-Blue Pokemon Gold/Silver Pokémon Third Generation Pokémon Fourth Generation

The reason I need help with the other generation pages is because I know nothing about this:

Known Dumps

  • Pokemon Edicion Rubi (S) [h1]
  • Pokemon Edicion Rubi (S)
  • Pokemon Edicion Zafiro (S) [h1]
  • Pokemon Edicion Zafiro (S)
  • Pokemon Pinball - Ruby & Sapphire (E) (M5)
  • Pokemon Pinball - Ruby & Sapphire (J) [hIRff]
  • Pokemon Pinball - Ruby & Sapphire (J) [hIR]
  • Etc.

--MỸŠŦЄЯỸЊӘҒҒ H@CK3R GUY 02:54, 18 January 2009 (UTC)

Regarding Donkey Kong Land III (GBC) Water Palettes

You mentioned here that things go wrong when editing palettes for levels with programmatically-drawn water (Haunted Hollows and Ugly Ducting). If you're referring to the fact that one of the colors used by the said water can't be changed in the conventional way, then know that it's possible if you know where to look. I'm sorry if you already know this.

The water is drawn by changing one of the palette colors at a particular scanline. The function that does this is hard-coded for the only 2 levels with programmatically-drawn water and is located at 0x34F5. The part that actually changes to the water palette is at 0x3510 and 0x351E for Haunted Hollows and Ugly Ducting respectively.

0x3511: Bits 0-5 are the palette index of the water color for Haunted Hollows (ranges from 0x00-3F).
0x3515: Byte 0 of the water color for Haunted Hollows
0x3519: Byte 1 of the water color for Haunted Hollows

0x351F: Bits 0-5 are the palette index of the water color for Ugly Ducting (ranges from 0x00-3F).
0x3523: Byte 0 of the water color for Ugly Ducting
0x3527: Byte 1 of the water color for Ugly Ducting

--Shiny (talk) 14:23, 2 December 2014 (EST)

Hello! I wrote that paragraph about the color palettes back in 2008 when I had no knowledge of assembly (in fact, I was new to ROM hacking back then), and due to the way the coding works for those palettes, I could not find the palettes by searching for the necessary hex strings in a hex editor. I eventually learned assembly in 2011 though... and some time after that, I eventually used BGB's debugger and managed to find where the palettes were located, as you can see here. I never remembered to update the notes page, though, so your message served as a nice reminder for me to update it!
Though, the offsets that I listed there are different! So, it turns out that the coding is in TWO different places, which I hadn't known before you mentioned this just now. The code that I found earlier is at 0x14F55. I took a very quick look at why there are two functions for this, and it appears that 0x14F55 (the offset I found) is called when the entire visible screen is underwater, while 0x34F5 (the offset you found) is called when part of the screen is above water, but part of it is underwater. I assume that the difference has something to do with the fact that the game needs to change palettes between scanlines when only part of the screen is underwater (i.e. usage of hblank tricks). Sorry if I'm confusing. And I should really update the notes page when I have time... anyway, thanks for the help! Blaziken257 (talk) 00:24, 3 December 2014 (EST)
Ah, my mistake for not first checking the ROM map page. I added the other palette offsets to the ROM map.--Shiny (talk) 10:25, 3 December 2014 (EST)