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Hi, I thought super_palettes.asm would be the place to mess with palettes and change the colors used in the game, but my changes there didn't do anything.
How do the palettes work?
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Hi, I thought super_palettes.asm would be the place to mess with palettes and change the colors used in the game, but my changes there didn't do anything.
How do the palettes work?
I'm fairly sure that you're working with the right file. I personally haven't messed with all of the values, but I was able to edit the colors of the Super GameBoy Border, and also which colors PAL_MEWMON correspond to.
Here's an example of how the PAL_MEWMON palette values within my "super_palettes.asm" file look.
RGB 31,29,31 ; PAL_MEWMON ; white/transparency
RGB 30,25,20 ; light color
RGB 20,15,10 ; dark color
RGB 3,2,2 ; outline
And here's what it looks like on the title screen. Both the trainer and Pokemon that scroll on-screen normally use PAL_MEWMON for their palettes.
It's worth noting that you can't use traditional RGB values that range from 0 to 255 for these palettes. It seems that you're best off sticking to values from 0 to 31.
Last edited by TotesTim (2016-03-16 19:14:49)
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Ahhh, thanks!! With your help, I figured out that it was actually an emulator issue. OpenEmu is ignoring the changed palettes completely, meanwhile I had forgotten to set KiGB to "Super Gameboy" color mode so it too wasn't showing any changes.
EDIT: Now I can't figure out how to get the trainer sprite in the overworld, and on the title screen, in a different color from the rest of the stuff like how it is in the real game... As in the trainer on the title screen shouldn't be PAL_MEWMON. I'm really tired so maybe I'll be able to figure it out by myself tomorrow.
Last edited by lusentoj (2016-03-17 00:16:02)
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