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Topics - Madsiur

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1
SPC - Hard Core / Squaresoft BRR Database
« on: March 17, 2018, 06:26:19 PM »
I started a few weeks ago gathering BRR samples, mainly from Squaresoft Satellaview and SFC games. I host the collection at ff6hacking.com, see this thread. I also developed a wiki section that should grow with more technical info. BRR related offsets are compiled here.

All samples from all games (BRR + WAV) (19MB)

Game that samples were completely extracted with ADSR, Pitch and Loop data are the following:

Bahamut Lagoon
Chrono Trigger
Dynami Tracer
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Front Mission
Front Mission: Gundam Hazard
Hanjuku Hero
Koi ha Balance
Live a Live
Mystic Quest
Radical Dreamers
Romancing SaGa
Romancing SaGa 2
Romancing SaGa 3
Seiken Densetsu 3
Super Mario RPG
Secret of Mana
Treasure Conflix
Treasure of the Rudras


Some games data  are less compatible (direct copy / paste) with FF6, especially for pitch data and data from first SPC Cores (FF4, Romancing Saga, etc.). This has consequence that you might require trial and error to find a suitable data for a sample from these games. I'm investigating the two bytes format of the FF6 Pitch data to be able to better adjust this value.

Two games that are making me banging my head on the wall right now are Secret of Evermore and Breath of Fire that have their own special way of storing things (and not the Squaresoft regular pattern). There is a thread on SoE and one on BoF over at ff6hacking.com. I think I am on par with RHDN SoE ROM map as far as music offsets goes. This is the "disassembly" I have generated today. If anyone has BRR samples related info or info on ADSR data, pitch data (if any) and loop data (if any) for these two specific game, you would be very kind if you share them.

The SPC - Hard Core sub-forum was a really great help during this journey (that is not over yet). Every game I had a bit of info about I was able to locate rest of data fast and easily because Squaresoft had more or less the same pattern for the majority of its games. So I would like to thank anyone who contributed here in the various SPC theads of Squaresoft game and JCE3000GT for having paved the way!


2
SPC - Hard Core / Secret of Evermore Music Data
« on: March 17, 2018, 06:10:26 PM »
I've made a disassembly of the music data in SoE (see following download link). I think I am currently close to or on par with what is on the RHDN ROM map. If anyone has ever worked with the game music or BRR data, any new info will be appreciated. I got the BRR samples identified but the rest of the data fetching is a mystery though I suspect long blocks fetching (more than $30 bytes) could be song data. Thanks in advance!

Edit: updated to newer version!

soe-spc-data-v3.zip

3
SPC - Hard Core / Seiken Densetsu 3 BRRs
« on: March 02, 2018, 07:01:42 AM »
I'm dropping the samples labeled by ROM ID. As you can see they have done weird stuff with samples 00-07 that are really tiny (but valid I've checked) and samples 08-0F that are dummy.

If anyone would be kind enough to label them and post an updated list I would really appreciate it but it's also something I could do but with more struggle! you could probably listen to them in FF3usME or anothe rBRR editor. Problem is my music instrument English sucks bad I can only say flute, guitar and banjo.. :blush:

Download: https://www.ff6hacking.com/misc/SD3.zip


| ID  |      Offset     | Size  |     Name       | ADSR | WRML | LOOP |
-----------------------------------------------------------------------
| $01 | $C73903-$C73928 | $0026 | SD3            | E0FF | B3FD | C900 |
| $02 | $C73929-$C7393C | $0014 | SD3            | E0FF | B3FD | 0000 |
| $03 | $C7393D-$C7396B | $002F | SD3            | E0FF | 0000 | 001B |
| $04 | $C7396C-$C73991 | $0026 | SD3            | E0FF | 0000 | 001B |
| $05 | $C73992-$C739D2 | $0041 | SD3            | E0FE | B6FD | 001B |
| $06 | $C739D3-$C73A0A | $0038 | SD3            | E0FF | 0000 | 001B |
| $07 | $C73A0B-$C73A5D | $0053 | SD3            | E0FF | 0000 | 001B |
| $08 | $C73A5E-$C73AB0 | $0053 | SD3            | E0FF | 0000 | 001B |
| $09 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0A | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0B | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0C | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0D | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0E | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0F | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $10 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $11 | $C73AB1-$C747E1 | $0D31 | SD3            | E0FF | 0000 | 002F |
| $12 | $C747E2-$C768D4 | $20F3 | SD3            | E0FF | 0000 | 0DF1 |
| $13 | $C768D5-$C77524 | $0C50 | SD3            | E0FF | 0000 | 204E |
| $14 | $C77525-$C7801E | $0AFA | SD3            | 40EE | 0000 | 0CF8 |
| $15 | $C7801F-$C793EB | $13CD | SD3            | EFFF | 0000 | 0A08 |
| $16 | $C793EC-$C79837 | $044C | SD3            | CDCF | C6FF | 10A8 |
| $17 | $C79838-$C79CE6 | $04AF | SD3            | F0FF | C510 | 035C |
| $18 | $C79CE7-$C7ABE2 | $0EFC | SD3            | E6FE | 6CFE | 0457 |
| $19 | $C7ABE3-$C7CC21 | $203F | SD3            | E9FE | 2600 | 0391 |
| $1A | $C7CC22-$C7D4E4 | $08C3 | SD3            | F5FF | C7FF | 1470 |
| $1B | $C7D4E5-$C7DD4D | $0869 | SD3            | F4FF | C9FF | 088E |
| $1C | $C7DD4E-$C7F6F9 | $19AC | SD3            | EEFF | F6FF | 05C2 |
| $1D | $C7F6FA-$C8055C | $0E63 | SD3            | EBFF | 00FF | 13FA |
| $1E | $C8055D-$C80F3F | $09E3 | SD3            | F2FF | 0000 | 053A |
| $1F | $C80F40-$C81E9E | $0F5F | SD3            | EAFF | 0501 | 085D |
| $20 | $C81E9F-$C82194 | $02F6 | SD3            | EBFF | 46FE | 0FCB |
| $21 | $C82195-$C82A60 | $08CC | SD3            | F6FF | 0000 | 01CA |
| $22 | $C82A61-$C83BC0 | $1160 | SD3            | E7F9 | EBFF | 081B |
| $23 | $C83BC1-$C8491E | $0D5E | SD3            | EDFC | 0000 | 001B |
| $24 | $C8491F-$C86927 | $2009 | SD3            | E5FA | 0000 | 001B |
| $25 | $C86928-$C87FBB | $1694 | SD3            | E8F3 | 0000 | 001B |
| $26 | $C87FBC-$C89FA0 | $1FE5 | SD3            | CBFF | 3003 | 00BC |
| $27 | $C89FA1-$C8ACD1 | $0D31 | SD3            | E0FF | 3CEB | 102F |
| $28 | $C8ACD2-$C8BA02 | $0D31 | SD3            | E0FF | 59EB | 0D2F |
| $29 | $C8BA03-$C8C3A6 | $09A4 | SD3            | EAFF | A008 | 0D1B |
| $2A | $C8C3A7-$C8CC72 | $08CC | SD3            | F4FF | 0000 | 09CA |
| $2B | $C8CC73-$C8D307 | $0695 | SD3            | E0FF | 0000 | 0893 |
| $2C | $C8D308-$C8EE5A | $1B53 | SD3            | E6FA | F90B | 061B |
| $2D | $C8EE5B-$C90E87 | $202D | SD3            | EBFF | 3D08 | 0065 |
| $2E | $C90E88-$C935E0 | $2759 | SD3            | EAFF | EF0E | 1F64 |
| $2F | $C935E1-$C94494 | $0EB4 | SD3            | ECFF | C5FF | 2661 |
| $30 | $C94495-$C96293 | $1DFF | SD3            | E0FF | 0000 | 0E4A |
| $31 | $C96294-$C967A5 | $0512 | SD3            | E0FF | 0000 | 1610 |
| $32 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0500 |
| $33 | $C967A6-$C9A6DD | $3F38 | SD3            | E8F8 | C5FF | 001B |
| $34 | $C9A6DE-$C9C089 | $19AC | SD3            | E5FA | 18FC | 0024 |

4
Game Modification Station / Opened eyes Terra Fix
« on: December 17, 2016, 10:42:02 PM »
I've came up with an event fix for the "bug" mentioned here.

Quote:
When you first reach Terra in Zozo, she's laying in bed with her eyes open. Then during the conversation with Ramuh, she thrashes around, and the party helps her back into bed to recuperate, with her eyes now closed. However, should you leave the room and re-enter, even before getting the Magicite or talking to your comrades, her eyes will be open again. This despite her being equally unresponsive when talked to and the party's dialogue not changing. While I can't rule out it being intentional, it's probably just a side effect of the NPC's startup pose having open eyes.

This patch fix the "bug" by adding an action to NPC $10 (Terra) giving her the closed eyes pose between the time you talk to Ramuh and the time you come back to Zozo after the Magitek Factory. This change is logical with the following argument; Enough time has passed in order for Terra to potentially "recover" and this time is more significant than stepping outside a door and coming back.

The ALT patch is an alternate patch that will make Terra open her eyes when Locke present her Maduin magicite, right after he exclaim himself "Magicite!". This version of the patch is logical with the theory that Maduin Magicite has enough power to wake Terra up because of the bond she shares with him.

Since the original entrance event is only 4 bytes, the following entrance event (map $E8 at CA/F008) was moved and started a few bytes forward in order to make possible a subroutine call for the entrance event we wanted to originally modify. New and extra code is moved to free space D1/F9D0 and cover $19 bytes. The ALT patch take $25 bytes of free space.

One could argue whether this is or not a bug or if the opened eyes were intended. However, the patch falls into the category of things "that make more sense" or at least as a logical tweak. I don't think there is any other way of doing this modification.

:edit: (1): Maybe the opened eyes were intended before she crashes all over the room but not really after she goes back in bed?

:edit: (2): Added new patch version and description.

:edit: (3): Removed event bit check from original patch and included alternate patch.

:edit: (4): Uploaded v1.3

Code: [Select]
Code Changes
------------
; map $E2 entrance event
CA/F004: B2 D9 F9 07        ; Call subroutine $D1F9D9
CA/F008: 60 0E 08           ; Change background layer $0E to palette $08
CA/F00B: FE                 ; Return

; map $E8 entrance event   
CA/F00C: B2 D0 F9 07        ; Call subroutine $D1F9D0
CA/F010: FE                 ; Return

; Free space code
D1/F9D0: F6 81 10 FF                ; Change volume of currently playing song to $FF, transition time 16
D1/F9D4: B2 E1 C8 00                ; Call subroutine $CAC8E1
D1/F9D8: FE                         ; Return

D1/F9D9: C1 53 00 14 03 E5 F9 07    ; If we have not spoke to Ramuhnad or Terra NPC is hidden, return (D1/F9E5), else continue
D1/F9E1: 10 82 13 FF                ; Set NPC $10 pose to eyes closed
D1/F9E5: FE                         ; Return

ALT Patch extra code
--------------------
; Zozo event (after two cranes)
CA/C4C0: B2 EF F9 07        ; Call subroutine $D1F9EF

CA/C512: B2 E6 F9 07        ; Call subroutine $D1F9E6

; Free space code
D1/F9E6: 10 82 01 FF        ; Set NPC $10 pose to eyes opened
D1/F9EA: 01 82 23 FF        ; Character $01 turn left
D1/F9EE: FE                 ; Return

D1/F9EF: 10 02 13 FF        ; Set NPC $10 pose to eyes closed
D1/F9F3: DD 1A              ; Clear event bit $61A
D1/F9F5: DD 19              ; Clear event bit $619
D1/F9F7: FE                 ; Return

5
Game Modification Station / VRAM updating (FF6 FWF font) **semi-solved**
« on: December 08, 2016, 03:23:47 AM »
I'm having a font selector in config menu like this. However it only update the menu partially:



basically I'm doing this when selecting the option:

Code: [Select]
STA !SRAM      ; Set option
JSR $6B13         ; BG3 font GFX
JSR $6B37 ; BG1 font GFX
JSR $389E      ; Draw menu, etc.
JMP DrawFontOpt ; Draw "Default", "GBA" when changing option

$6B13 and $6B37 have been modified to take in account an offset from a table to pull the right font. I check the VRAM with bsnes+ and BG1 and BG3 fonts are only partially updated if not at all in the case of one of the two. Going back to main menu does not change anything. However, entering main menu from a map does show the right font everywhere and VRAM is also correct in this regard. I don't understand because the code go through the same $6B13 and $6B37 functions. I tried numerous thing I won't enumerate but it seems something is done when entering main after loading GFX that I can't replicate here.

Any idea of solution? Thanks!

 :edit: I got a working solution by forcing a V-Blank but would there be a smoother way of doing it without seeing the screen flashing (refreshing)?

Code: [Select]
REDRAW:
LDA #$8F       
STA $2100           ; Force V-Blank
JSR $6B13           ; BG3 font GFX
JSR $6B37           ; BG1 font GFX
JMP DrawFontOpt     ; Draw "Default", "GBA" when changing option

6
Game Modification Station / FF3us 1.1 differences
« on: November 02, 2016, 09:09:40 PM »
I was wondering if there was (lost) somewhere a document with all the difference between the two FF3us versions?

I know Imzogelmo has a $C1 bank document concerning this but outside that I was curious to see the differences... I could always do a bin difference between both ROMs and dig in the disassemblies / ROM map but figured I could ask experienced people first...

Thanks

7
Game Modification Station / Possible FF6 event bug on game reloading
« on: October 08, 2016, 10:40:36 AM »
The game can freeze at wounder returner scene on emulator reload (a game reload) if you replay the Terra / Banon scene in Returners Hideout and choose 3 time "No". It seems objects $01, $04 and $05 last positions on that map is not changed (or cleared). Here is a video showing the freeze: https://youtu.be/BRpmoZQ4YVU?t=3m25s

Could that be related to $1FD3-$1FF2 that are not reset to 00 00 for characters 01, 04 and 05? Eventwise their objects are not deleted (only hidden) after the scene (except Locke). I proposed as workaround to move the call to CB/0072 further down the event right before object $01, $04 and $05 position are set (long description: http://www.insanedifficulty.com/board/index.php?/topic/8008-softlock-tell-astral-no-3-times-and-cutscene-breaks/page__p__143004#entry143004).

Was this freeze or possible bug something known?

8
Game Modification Station / FF6LE Rogue CE / Zone Doctor CE
« on: September 16, 2016, 10:15:16 PM »
Download:
https://github.com/madsiur/FF6LE-CE/releases
:edit: https://github.com/madsiur/Zone-Doctor-CE/releases


This version of Zone Doctor and FF6LE Rogue allow many expansion: Tilemaps, Tilemaps max space, max Locations (maps), NPC max space, Exits max space, Event Triggers max space, Chests max space, Chests SRAM bits and Message Names. These editors does not add any of the mentioned data (except blank tilemaps and location data to have working new maps), it only allow to have more of the said data in your project.

The default L1 tilemap ID ($15F) on maps $19F to $1FE is shadow's dream (256x256 black map with layer 1 only). Tilemaps $15F to $1FE are all the same, they take $1A bytes of space each.  To make the map bigger, you select your new tilemaps ID(s) (L1, L2 and L3 if neccesary). Then you resize the layers (from 256x256 to 1024x1024 as an example) and set the other map properties. Then you can either import tilemaps (which should cover the correct layers sizes) or hand draw.


SETTING WINDOW

In the setting window you can select a setting file path. When you click "Expand Maps", the setting file is created. Map expansion give access to Chests expansion. Both expansion have an ASM validation that will prompt a warning message if a ASM change does not have the expected value at its offset. If you were using Zone Doctor+ or FF6LE+ before, you must check the checkbox before expansion. This will ensure all your data will be carried on from your project.

If you want to use a "vanilla" ROM with this editor, blank out the setting file path and click "Apply". If you want to allow expansion on a new ROM, change the filepath name or choose another directory for your XML file and click "Apply".

Once your ROM is expanded, you can increase the number of banks for tilemap space if at some point you are at the limit of the size originally input.


SETTING FILE

The settings are stored in a XML file. This file is read at editor loading to see if the project has expansions done. It is therefore important to have a valid setting file path in the setting window. I would suggest to not change settings in this files other than location names. Doing otherwise if you are not sure of what each setting does could limit or crash the editor depending on the ROM loaded.


LOCATIONS NAMES

You can change the names of the maps in the editor. This is mainly to name new maps. This feature doesn't change anything in the ROM, it was made to make map edit easier and to know which map is what. Location names are saved in the setting file. This feature is disabled if your ROM doesn't have the map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor textbox. It is applied automatically.


MESSAGE NAMES

In-Game map names can also be edited. Expansion allow 255 entries and max space is also expanded. Max length for a name is 37 characters.

Allowed characters are A-Z a-z 0-9 ! ? : \ ' - . , ; # + ( ) % ~


EVENT OFFSET

Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead of $2FFFF ($CCFFFF). This allow to put directly events outside the $CA0000-$CCFFFF range. This feature was not possible for NPC event offsets since the NPC data only allow 18 bits for the event (and not 3 full bytes).

Suggestion and bug report are welcome!


ff6hacking.com thread: http://www.ff6hacking.com/forums/showthread.php?tid=3327

9
Final Fantasy IV Research & Development / Graphics info
« on: December 08, 2014, 07:10:35 PM »
I decided to start coding a graphic editor for FFIV. I'm aiming to cover monsters, summons, portraits and character sprites (owerworld and battle). Now I'm not going to start this if PinkPuff decide to implement such features in her editor. I like coding and my goal would be to make an editor that is not in a process of creation or that has already been made. I would like to focus on monsters first.

First, is there a data table with the same number of elements as there is different monsters (excluding special forms) where the palette and graphics offsets are stored?

Second, where does the monster palettes are stored?

Third, is there some tile mapping data for regular monsters? FF6 uses 8x8 and 16x16 stencils and the tile mapping is done inside the stencil (so the tile mapping data is either 8 or 16 bytes). Is it the same for FF4?

Now, reading the first page of this thread gives me a good idea about how handling special forms.


Is there anything else I would be missing?  :hmm:

Thanks!


Edit: Does summons are considered monsters graphic-wise?


10
Pandora's Box / Nice work!
« on: April 26, 2014, 04:11:02 PM »
I'm currently playing the demo for the first time and I really enjoy it.   :childish:

I can see that you guys have put a lot of effort in it. I really like the dialogues changes, some bringing a new humorist touch...

Also, the game seems pretty well balanced and I like the new difficulty. It's not too hard but you gotta be careful on almost every fight.


I'm recording my playthrough, for those interested (link), but I don't record comments since my accent and voice are awful...  :blush:

11
Game Modification Station / Code improvement
« on: March 17, 2014, 01:14:22 AM »
I'm doing a new event command in FF3us and I had a question regarding my code. I was wondering if there was an ASM command to move the low byte of the A register into the high byte of the A register. Right now I'm doing a bunch of ASL but I'm sure there's a better way to code this... :isuck:

The first offset calculated is: $EB * #$0A00 + #$01C0
The second one is: $EB * #$1000

$EB will never have a value higher than #$03.

Any optimization guru could help me? Thanks

Edit: I just found that the XBA instruction does what I was searching for... Also the TDC instruction can replace the LDA #$0000. I feel kinda stupid posting this thread now...
Code: [Select]
LDA $EB
STA $4202
LDA #$0A
STA $4203
NOP
NOP
LDA $4216
REP #$20
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ADC #$01C0
STA $1508
LDA #$0000
SEP #$20
LDA $EB
REP #$20
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
ASL
STA $150A
SEP #$20
LDA #$02
JMP $9B5C

12
Game Modification Station / Monster summon casting (FF3us)
« on: January 07, 2014, 06:09:17 PM »
I'm trying to have a monster being able to summon an esper. I have a monster with a simple script (37 FF FF) but on his first turn, the command is set as counterattack (1F) instead of summon (19), thus behaving as if his script had an FC command in it. This happens in C2/031C (accessed from C2/2188 which is accessed from C2/00A3) at this exact place:

Code: [Select]
C2/0333: E0 08        CPX #$08      (X = 8)
C2/0335: 90 0D        BCC $0344    (branch if character)
C2/0337: BD CC 32     LDA $32CC,X
C2/033A: 10 1B        BPL $0357     
C2/033C: A9 1F        LDA #$1F
C2/033E: 8D 7A 3A     STA $3A7A

The BPL instruction will branch if the carry flag is clean if I understand right, so does the game set always a monster attack as command 1F or would I have a problem elsewhere?

Also, I have little knowledge of the Action queue so I don't know if it's normal that the game doesn't branch at C2/0098 to go past the JMP $2188 at C2/00A3.

Right now, the monster perform a summon, we see the name of the attack but nothing after... :hmm:

13
Final Fantasy IV Research & Development / FFIV:TAY infos
« on: December 15, 2013, 12:20:00 AM »
I would like to know a few things about FFIV:TAY Wii version:


1) Is a .wad file (virtual console games) some sort of archive, meaning it has to be decompressed in smaller files, or is it a game in a single file, like a ROM ?

2) Are the virtual console games written in PowerPC assembler ? (I assume yes... )

3) Is there any work that has been done on that game (partial ROM map, data offsets, partial disassemblies, etc...) ?


Thanks

14
Game Modification Station / Portrait position in menu
« on: April 26, 2012, 10:05:39 PM »
Hello,

I've been starting some main menu changes and I'm up to the point where I would like to change the position of the portraits. I would shift them left and I have my own idea about how to fix the fact that the portrait would overlap the menu border if we use the order or row option. I'm also considering replacing the portrait by the sprite, but that's another story. I looked up in C3 and I haven't found a data table of 4 entries for the portraits in the main menu. The positioning system must be different than the strings and I have looked in the following routines where the main menu is loaded I think:

Code: [Select]
C3/6AE9: 20136B  JSR $6B13 (Function loads Fixed-Width Font Graphics Data)
C3/6AEC: 20376B  JSR $6B37 (Function loads graphics for Menu)
C3/6AEF: 20E86B  JSR $6BE8 (Function loads Menu Cursor Palette)
C3/6AF2: 20676E  JSR $6E67 (Function loads Hand Cursor Graphics)
C3/6AF5: 20826E  JSR $6E82
C3/6AF8: 20096C  JSR $6C09 (Function loads Menu Portrait Palettes)
C3/6AFB: 20E96C  JSR $6CE9
C3/6AFE: 20846C  JSR $6C84
C3/6B01: 4C606C  JMP $6C60

Also, is there a specific drawing routine for the portraits? That could help me trace back the position or how the portraits are draw.

Thanks

15
Game Modification Station / Slots graphics palette
« on: March 29, 2012, 10:23:33 PM »
Hi everyone,

I made some changes to the slots graphics but now I would like to tweak 2 or 3 colors. I can't load the good palette with YY-CHR so I can't make a search based on the RGB components of a color with SNES Palette editor. This particular palette is not on the ROM maps I have and I can't find any reference to it on any forum.

Does someone know the offset of the slots graphics palette or where exactly it is loaded in C1?

I know where the slots graphics are loaded, I've looked around but I haven't found anything. Maybe I'm not looking at the right place...

Thanks

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