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I'm wondering if its possible to have each character in the intro have its own palette instead of using mewmon. I've been looking around data\sgb_packets.asm and engine\palettes.asm hoping something pops out at me, but I'm not too sure. Is it hard coded? I know it has something to do with PalPacket_Generic, but can I modify that without messing something else up? On the same subject, could you change the trainer card to appear red, or would the badge palettes prevent that?
I know it's possible to manually change the palettes in palettes.asm. I do it to palette-swap shiny pokemon on the super gameboy during battle and on the status screen.
The PalPacket is split into chunks. For example, in SetPal_Battle: the palette packet is composed of four chunks.
-Palette for the player's HP bar at wPalPacket + 1
-Palette for the enemy's HP bar at wPalPacket + 3
-Palette for the player's side of the screen at wPalPacket + 5
-Palette for the enemy's side of the screen at wPalPacket + 7
This section of code in palettes.asm defaults everything to to the mewmon palette (value of $10)
ld hl, PalPacket_Empty
ld de, wPalPacket
ld bc, $10
I think this also sets the trainer palettes when it's run when no pokemon are sent out. So you cound try intercepting the value written to wPalPacket + 5 after the "call CopyData" line.