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#1 2016-11-11 22:14:15

Rangi
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Registered: 2016-05-09
Post 307/830

[pokecrystal] How to temporarily update palettes when choosing a move

Edited to update the question.

I've updated the MoveSelectionScreen routine in pokecrystal to show icons for the move's type and physical/special/status category instead of printing text. So far the palettes aren't updated, so they use entry #0, the color of your Pokémon's back sprite:

CvemZAv.png

I would like to temporarily use palette #7 for the icons, and restore palette #0 when the dialog closes and reveals the back sprite again. The MoveInfoBox routine calls TextBox, which I would expect to fill that whole rectangle with palette #7 already. Presumably it's being overridden later. How do I make that not happen?

Last edited by Rangi (2016-11-12 05:08:57)


ROM hack: Pokémon Polished Crystal (GitHub) — version 2.2.0 released!

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#2 2016-11-12 21:14:29

Rangi
Member
Registered: 2016-05-09
Post 309/830

Re: [pokecrystal] How to temporarily update palettes when choosing a move

My immediate problem has been solved: when the move info dialog opens I load a new SGB layout, and when it closes I reload the BATTLE_COLORS layout. This probably does more work than necessary, but trying to just update one palette entry and a few tiles wasn't working, and updating the whole screen is, so yeah.


ROM hack: Pokémon Polished Crystal (GitHub) — version 2.2.0 released!

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