View Single Post
  #18    
Old November 23rd, 2012 (11:22 AM).
Quickster's Avatar
Quickster Quickster is offline
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Posts: 350
Quote originally posted by Sudeki:
Open up NSE Classic, go to the sprite you want to change the palette number of. Make sure "Advanced" mode is on.
Then you want to find the "Sprite Offset:" Go to that offset in your hex editor.

Ripped from Metapod 23's thread
Here is what the hero's first overworld data looks like
Code:
  FFFF001102110002100020001001000010373A089C373A0870343A08A0003A08FC1C2308
and is broken down like this (courtesy of GBChacker's post):

Code:
FFFF     = Starter Byte
00     = Palette Number
11 02 11 = Sprite validation.
0200 = This is equal to the second 4 numbers in the Frame Data Pointer; this is the size of each frame
0010 = Width
0020     = Height
0110 and 0000 = oam data. Do not modify!
1@ 10373A08    = Points to @3.
2@ 9C373A08    = Void pointer\ unsure.
3@ 70343A08    = A pointer to @5 lol.
4@ A0003A08    = Sprite Pointer
5@ FC1C2308    = Pointer to pointers which point to code that loads the  sprite through the ewram into the sprite block of the vram and its data  into the oam.
I bolded the parts you are interested in. Do not forget to put the number in hex and not decimal.
Thank you for explaining that. I didnt go into as much depth, but I explained the basics of how to do it under Step 6.
__________________
I laugh looking at this.

But sometimes I want to come back to it...

Reply With Quote