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- Posts
- 10
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- Seen Aug 25, 2016
In my Fire Red Rom Hack I extended the OW sprite table to support 239 OW sprites. I did this successfully with no crashing or anything of the sort. In fact I even know what the problem IS I just need to know WHERE it lies in the code (like just give me an example and I will fix it).
My problem is this:
No matter what I change the palette to my OW sprites retain palette #3 in game. However, this only occurs with the sprites that are a part of the "extension" (I extended the OW sprite table so every sprite after 152~ is experiencing this problem). I checked to confirm that the palette index was successfully changed for each sprite via NSE Classic AND the Hex editor so I KNOW this isn't the problem.
What the cause is:
After doing as much comparisons as I can I noticed one thing that was different:
THE PAL REGISTERS IN NSE CLASSIC!
Every time you change a palette this change is reflected with a specific pal register change.
However, all of my new sprites have the same pal register (12010000) DESPITE having different pal indexes. Therefore in game the pal that is ACTUALLY reflected is the one in the register - so in my case all my sprites are stuck on pal#3.
What I need help with:
I need to know where the information is that I have to change that edits the pal register. [An example would be nice]. I will probably figure it out... but it will take a while so any help is appreciated.
HUMAN
PAL REGISTERS
00 10010000
01 01010000
02 0A010000
03 12010000
04 13010000
05 14010000
06 15010000
07 16010000
08 17010000
09 18010000
0A 19100000
0B 1A100000
0C 1A010000
10 1A010000
11 01010000
13 4A000000
14 1A000000
15 1A000000
ITEM
PAL REGISTERS
00 10010000
01 40000000
02 41000000
03 42000000
04 43000000
05 44000000
06 45000000
07 46000000
08 47000000
09 48000000
0A 19010000
0B 1A010000
0C 1A010000
10 1A010000
11 49000000
13 4A000000
14 1A000000
15 90010000
My problem is this:
No matter what I change the palette to my OW sprites retain palette #3 in game. However, this only occurs with the sprites that are a part of the "extension" (I extended the OW sprite table so every sprite after 152~ is experiencing this problem). I checked to confirm that the palette index was successfully changed for each sprite via NSE Classic AND the Hex editor so I KNOW this isn't the problem.
What the cause is:
After doing as much comparisons as I can I noticed one thing that was different:
THE PAL REGISTERS IN NSE CLASSIC!
Every time you change a palette this change is reflected with a specific pal register change.
However, all of my new sprites have the same pal register (12010000) DESPITE having different pal indexes. Therefore in game the pal that is ACTUALLY reflected is the one in the register - so in my case all my sprites are stuck on pal#3.
What I need help with:
I need to know where the information is that I have to change that edits the pal register. [An example would be nice]. I will probably figure it out... but it will take a while so any help is appreciated.
HUMAN
PAL REGISTERS
00 10010000
01 01010000
02 0A010000
03 12010000
04 13010000
05 14010000
06 15010000
07 16010000
08 17010000
09 18010000
0A 19100000
0B 1A100000
0C 1A010000
10 1A010000
11 01010000
13 4A000000
14 1A000000
15 1A000000
ITEM
PAL REGISTERS
00 10010000
01 40000000
02 41000000
03 42000000
04 43000000
05 44000000
06 45000000
07 46000000
08 47000000
09 48000000
0A 19010000
0B 1A010000
0C 1A010000
10 1A010000
11 49000000
13 4A000000
14 1A000000
15 90010000