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Old April 24th, 2012 (11:37 AM).
Mickey`
 
Join Date: May 2011
Quote originally posted by Noririn:
It can be easily done without JPAN's engine.

Spoiler:
Look for a 144 byte table of data that follows the same structure as the following your rom:
(from BPRE at 0x3A5158)
28 D8 36 08 03 11 00 00 48 D8 36 08 04 11 00 00
68 D8 36 08 05 11 00 00 88 D8 36 08 06 11 00 00
A8 D8 36 08 07 11 00 00 C8 D8 36 08 08 11 00 00
E8 D8 36 08 09 11 00 00 08 D9 36 08 0A 11 00 00
68 B9 35 08 00 11 00 00 68 E9 35 08 01 11 00 00
88 E9 35 08 02 11 00 00 08 80 39 08 0B 11 00 00
28 80 39 08 0C 11 00 00 40 4E 8E 08 10 11 00 00
82 4E 8E 08 11 11 00 00 A8 4E 39 08 13 11 00 00
E8 5A 39 08 15 11 00 00 C8 52 39 08 14 11 00 00

Copy the table, find some free space and paste it there, add 0000FF1100 to the end. Search for pointers to the original table and repoint the first 3 you find from the start of the rom to the new table's location. Then just follow the same process to add new OW palettes as you would with JPAN's engine.
I have a last problem...

I copy/paste the table to a new offset ($B40000), and at the end I add this :

00 00 B3 08 20 11 00 00 00 00 00 00 FF 11 00 00

$B30000 is the offset where I put my new palette.

So, in my sprite, after "FFFF", I put the pallet number, "20", but in game, a black screen apears. It apears when I use a new pallet.

What's the problem ?