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I'd like to change the palette that tiles (you put in town map) use.
The following screenshot ought to give pretty good idea of what I'm wanting to do.
Basically, I want each four of the tiles of that building use mountain palette, the palette that the castle is built with (OK), black and possibly something else (for instance for the door).
Also, I want to change the palette of that one tile that next to "EAST".
So, I'd like to know where/how to find the palettes for each tile in that tileset.
I had assumed there was a pointer which would point to
1) the start of the graphics
2) to the tiles itself
but I've never found a pointer like this one.
EDIT:
I've figured a bit already.
I know (by downloading BGB) that each tile has its own palette (attribute).
So for now, I want to change the BG palette of tile 1C to 02.
Tile 0F, 1D, 1E & 1F --> BG palette to 03.
Last edited by Miksy91 (2012-01-14 15:43:05)
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It's at 24:5EAC in the same format the tile->pal assignment data for regular tilesets is.
cYa,
Tauwasser
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Thanks a lot !
Got it working like I intended to.
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This is an old thread, but I'm having a bit of trouble finding the data here.
When I go to 0x95EAC, I'm seeing bytes that don't follow the tileset->palette assignment (from what I understand them to be).
The bytes i'm seeing are
2B E8 42 56 E1 57 90 59 00 00 04 05 2A 77 68 56 CC 59 5E 5D 00 00 04 04
From what I understand, this is where the palette assignments are stored, 2 blocks per byte, in reverse order [block $01, block $00].
What I'm curious about (and Tauwasser hinted at this in the above post) is do the palette assignments use the same bytes [$0-7] to denote the palette used?
This is my result, similar to Miksy's.
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You're looking in the wrong spot. You're looking at 25:5EAC instead of 24:5EAC.
cYa,
Tauwasser
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Something about those bytes didn't seem quite right. lol
Thanks, by the way.
Last edited by Vitharix (2013-03-21 19:51:08)
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