Skeetendo

’Cause all games were better on the GBC

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#1 1970-01-01 00:33:30

Sawakita
Administrator
Registered: 2010-10-16
Post 21/364

SGB features in Red/Blue

I was trying to edit the color palette in pokemon blue and couldn't find out where is the routine that loads the color for a sprite. I know where color palettes are stored but i was planning to add more color palette and i couldn't find out any pointer to that data.
For example how does the program know that bulbasaur's sprite is green and kakuna's is yellow?

Also, you know, there are two registers, $FF48 (OBP0) and $FF49 (OBP1), that contain palette data in grey scale (normal GB feature); but where in the RAM are stored color palette information?

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#2 1970-01-01 00:33:30

Luigi-San
Member
Registered: 2010-10-16
Post 14/128

Re: SGB features in Red/Blue

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#3 1970-01-01 00:33:30

Sawakita
Administrator
Registered: 2010-10-16
Post 22/364

Re: SGB features in Red/Blue


http://www.romhacking.net/utils/616/

No.

You didn't understand. I know very well how to edit palettes. What I don't know is where the pointers to the palettes are.

I'm not english-native-speaker, but I thought I explained well enough...

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#4 1970-01-01 00:33:30

36/701

Re: SGB features in Red/Blue

0x725c8, one byte per Pokémon, Pokédex order. Valid palettes can be any of the overworld route palettes or Pokémon palettes, so palette 0x02 is Viridian City, …, 0x16 is Bulbasaur/Ivysaur/Venusaur, etc.

Last edited by IIMarckus (2012-07-04 04:23:55)

#5 1970-01-01 00:33:30

Sawakita
Administrator
Registered: 2010-10-16
Post 23/364

Re: SGB features in Red/Blue

IIMarckus wrote:

0x725c8, one byte per Pokémon, Pokédex order. Valid palettes can be any of the overworld route palettes or Pokémon palettes, so palette 02 is Viridian City, …, 16 is Bulbasaur/Ivysaur/Venusaur, etc.

Wow.
You left me stunned once again. Thank you.
I must find a way to repay sooner or later

Last edited by IIMarckus (2013-01-05 06:09:29)

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