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EarthBound/Palette Memory
This is a sub-page of EarthBound.
$7E43D0: Map palette average red
Average red value in all non-zero colors in the current map palette. Computed by subroutine at $C00391. Used for comparisons between map palettes in order to adjust sprite palettes.
$7E43D2: Map palette average green
Average green value in all non-zero colors in the current map palette. Computed by subroutine at $C00391. Used for comparisons between map palettes in order to adjust sprite palettes.
$7E43D4: Map palette average blue
Average blue value in all non-zero colors in the current map palette. Computed by subroutine at $C00391. Used for comparisons between map palettes in order to adjust sprite palettes.
$7E43D6: Onett average red
Average red value in all non-zero colors in the Onett daytime palette. Always #$008A in unmodified EarthBound. Computed by subroutine at $C005E7. Used for comparisons between map palettes in order to adjust sprite palettes.
Note: EarthBound is rather wasteful by loading this palette and computing this average on every sector graphics load. It is all based on constant ROM data, so the developers could have just hardcoded the result.
$7E43D8: Onett average green
Average green value in all non-zero colors in the Onett daytime palette. Always #$0096 in unmodified EarthBound. Computed by subroutine at $C005E7. Used for comparisons between map palettes in order to adjust sprite palettes.
Note: EarthBound is rather wasteful by loading this palette and computing this average on every sector graphics load. It is all based on constant ROM data, so the developers could have just hardcoded the result.
$7E43DA: Onett average blue
Average bluevalue in all non-zero colors in the Onett daytime palette. Always #$0074 in unmodified EarthBound. Computed by subroutine at $C005E7. Used for comparisons between map palettes in order to adjust sprite palettes.
Note: EarthBound is rather wasteful by loading this palette and computing this average on every sector graphics load. It is all based on constant ROM data, so the developers could have just hardcoded the result.
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